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Messages - Syrchalis

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1
Releases / Re: [1.0][SYR] Syrchalis' Mods
« on: May 16, 2019, 08:46:28 AM »
Just mentioning here that I'm still active or semi-active (depending on my current schedule and desire to work on Rimworld mods).

I fixed several bugs and added new things. Naga food AI bug is fixed (they won't starve anymore), Naga should not be able to wear anything on their (non-existent) feet anymore and scarfs (that for whatever reason cover teeth?) should also work properly now, Doormats have had 1x3 mat and linked mats added, blueberries should be more compatible with other mods now, Individuality sexuality is working properly again (gay people are actually gay).

2
Releases / Re: [1.0][SYR] Syrchalis' Mods
« on: October 30, 2018, 10:10:59 PM »
Not sure if that's possible, either way that wouldn't really make sense, so for balance purposes it's good that it's not possible.

You can include it in the modpack.

3
Releases / Re: [1.0][SYR] Syrchalis' Mods
« on: October 29, 2018, 12:38:57 PM »
That's because you downloaded source.zip instead of naga.7z. I put it in bold letters so everyone sees it. Github isn't really happy with uploading like 200 textures, so there are missing a lot on it in the SOURCE. But in the Naga.7z I packed everything.

4
Releases / Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
« on: October 22, 2018, 03:06:07 AM »
Randy setting doesn't seem to save. I have to set it and apply it every time I restart Rimworld and load my save. The orbital visitor weight im talking about.

5
Releases / Re: [1.0][SYR] Syrchalis' Mods
« on: October 21, 2018, 04:52:34 AM »
Took forever and was a lot of work, but they should be all updated now. Stone Rebalance is now also available on Github.

6
Releases / Re: [1.0][SYR] Syrchalis' Mods
« on: October 18, 2018, 08:08:27 AM »
Steam Versions are updated to 1.0. I'll try to update the GitHub Versions today, no promises though.

7
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
« on: October 07, 2018, 03:27:10 PM »
It's just the plant's lifespan. It was 6x the growth time by default, but could be changed. I think it got changed to 9x by default in B19. Still, you can set it to anything.

8
Releases / Re: [B19] [KV] RimFridge [ModSync RW]
« on: October 07, 2018, 06:36:57 AM »
Code: [Select]
<disallowedThingDefs>
<li>MealSurvivalPack</li>
</disallowedThingDefs>
Inside <filter>, inside <defaultStorageSettings> please.

No need for Survival Meals to be enabled by default for fridges. You can still enable Survival Meals if this is added, they are just disabled by default.

10
Releases / Re: [B19] [KV] Change Dresser [ModSync RW]
« on: October 03, 2018, 08:34:01 AM »
Kiame, could you look at the following issues:
1. Body attributes can still not be changed for alien races (age, body type, etc.)
2. The second alien skin color does not work
3. Thoughts about improving the color picker?

I know #2 because my new naga race uses the 2nd color widely and when I change it via change mirror it doesn't seem to save it after exiting the menu. This might be on me though because I mess with color in my code. So I'm not 100% on it, you could look into it though.

11
Bugs / WeaponTags dont work for weapons without costlist/workToMake
« on: October 02, 2018, 07:12:46 AM »
If a weapon is created by a RecipeDef instead of using a CostList and WorkToMake in it's ThingDef it will not work with weapontags. Meaning Pawnkinds cannot get the weapon through the weapontag. Fixing this either requires setting a manual market value or adding WorkToMake and a CostList.

The confusing thing about this bug is that the weapons seem to have a proper MarketValue based on the RecipeDef if they are seen in-game as item - even if no CostList, WorkToMake or MarketValue is set. This market value is however not correctly calculated during PawnKind WeaponGeneration.

There is apparently also an issue in general with this system, as no matter the budget the pawns have, they rarely spawn without any weapon (no config error). Some of my custom pawnkinds with custom weapontags (and essentially infinite budget) spawn without weapons about 10-20% of the time. This does not seem to affect vanilla pawnkinds or weapontags.

12
Releases / Re: [B19][SYR] Syrchalis' Mods
« on: October 02, 2018, 05:29:43 AM »
Yeah nothing I can do about that. If a harmony patch indirectly references a defof it throws this warning, even though it's not actually trying to use the defof.

13
Releases / Re: [B19][SYR] Syrchalis' Mods
« on: October 01, 2018, 08:18:28 PM »
My two race mods are ready to be tested. They will not be on steam until I'm happy with their state. Anyone is welcome to test them out and tell me about bugs and other issues.

The races complement each other, so using them together is a good idea. Naga make great shooters and skilled crafters, while Thrumkin make great growers and brawlers. Please note while both can eat anything humans can they don't get the same nutrition from everything. Thrumkin can also eat hay and wood.

There is a ton of stuff to know about each race but I can't type it all up right now. I'll do so soon and definitely before release.

Thrumkin: https://github.com/Syrchalis/Thrumkin/releases
Naga: https://github.com/Syrchalis/Naga/releases

14
Bugs / Tough trait affects shield belts and armor
« on: September 30, 2018, 12:45:25 PM »
Pawns with the tough trait get their damage reduced before it's calculated for the shield belt, meaning their shield belt takes half damage, or in other words: Their shield belt can absorb twice the damage.

15
Suggestions / Re: Gourmand seems unneccarily bad
« on: September 26, 2018, 03:20:58 PM »
Food binges happen on their own, no matter how happy or sad the gourmand is. It doesn't do anything about what type of mental breaks the pawn gets. The only benefit is they can't break if they're already insane.
This is just wrong. Look at the XML at least. Gourmands can ONLY have food binges as mental breaks - except if they are also pyro/chemical x, but in that case you really don't want the pawn.

They do get food binges randomly, without having to be in mental break territory, but it happens more often at lower mood than higher. It's a linear function from 0% to 100% and 0 days to 50 days MTB. This is the exact same mechanic that makes pyros and chemical interest pawns have random mental breaks and they have similar curves.

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