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Messages - wolfsilver00

#1
Little bit of a problem, this does not work with the real fog of war mod. I don't know if you could maybe make a patch (I think because the fog of war mod does not let you discover things the same way, maybe not even the radar can discover the minerals) that would be amazing!
#2
Hey man, I'm using this mod: https://ludeon.com/forums/index.php?topic=35058.0

Which adds a mechanoid tentacle (Which is a very nice mid-range upgrade for an arm, giving it 90% efficiency but packs a hell of a punch) but of course, destroys everything.. I would really love if you could make a patch for this item (Its the only "bionic" added by the mod), because if you are using ME you have a lot of these around and are quite useful..  They go in the shoulder, so I think the best way would be to turn fingers into mini tentacles (only concern  I have is hp, because the mecha tentacle itself is very weak in that aspect) or something to recover the hp lost. Of course if you could make it so we can install a module in the clavicle it would be cool too.. In the hand it makes no sense so just replace it with the "main" damaging tentacle..

Thanks in advance and sorry if I'm asking too much..
#3
Releases / Re: [1.0] Giddy-up! - updated June 27
July 12, 2019, 05:06:58 PM
Thanks roolo, I hope you can add the feature :D

As for the zoning and restricting to masters, I have like 15 colonists, 5 of them are slaves and I wish they did not ride at all, because of shackles overriding the mount speed and also because if they try to escape, animals mounted by them flee in panic..  and only 4 animals are faster than colonists to be used as mounts... So if I only put 4 ppl as masters, then I have the rest walking, even if those 4 are just sleeping or something like that, its not efficient at all.. I think for now my only option is to divide my base into 3  zones, make 2 animals into one, 2 into others and leave slaves in the third.. I will basically have to duplicate amenities and stuff.. but its the only thing I can think off, and it's still pretty fucking inefficient xD Ill wait for an update to have this or I will just cheat some animals in, cause it's getting annoying xD
#4
Releases / Re: [1.0] Giddy-up! - updated June 27
July 08, 2019, 03:20:05 PM
Is there any way to block certain colonists from riding? I have some colonists that mess around the base and some others that actually go out, and more often than not, I find my long traveling colonists on foot because one lazy dumb fuck decided to mount one of my 2 mounts to bring something to a stockpile.. Is there anyway to say 'this colonist is not allowed to mount anything unless drafted or directly commanded to" ?
#5
Would be cool if we could see the item in the bill detail.. For example, right now if you want to see the stats of different apparel items, u have to make new bill, choose what you want, go into details then go into the info.. If we could have the info of the item in the bill details to make it, it would save a lot of time, even more if we can choose different variations of the materials, which we currently cannot even in the info panel, we are stuck for example with the stats of a cloth t-shit, and are unable to choose another cloth or leather to see the result. Even filtering the materials to one material only it still shows the default which is usually cloth or plain leather
#6
Is this compatible with EPOE? If so, I love you, if not, please make it so :p
#7
Quote from: Luka Kama on July 04, 2019, 05:14:35 PM
Update 1.7.0

Change log:

  • It is now possible to customize the base view range trough mod's xml file editing or third part XPath extension mods.
  • Fixed diagonal mining issue: colonist now will peek in the mined cell as soon as it is mined, revealing all the related areas.
  • Applied some additional control to prevent rare game errors.

Steam page
Zip to manually install here

Do you have a patreon or something like that? This mod is by far one of my favorite mods and the fact that I posted a problem and you solved almost immediately means that I want to donate to you. Thanks for your work and for one of the most unique and awesome mods out there. Its a whole new experience and Im not playing again without this.
#8
Releases / Re: [1.0] Milkable Colonists
July 06, 2019, 05:27:29 PM
Kudos to you, I didn't think the mod scene for this game could get weirder. I was wrong again.
#9
Quote from: Roolo on July 06, 2019, 03:08:12 AM
Quote from: wolfsilver00 on July 05, 2019, 06:14:39 PM
I've a problem.. When dualwielding a pistol and grenades, I cant just chug the grenade somewhere like usual, clicking on it and on the map.. This makes calculating the enemy movement for throwing grenades impossible.. Or throwing them in anticipation.. Pls help?



Try putting the grenade in the main hand and the pistol in the off hand.

That's what I did, molotov in main hand with a pistol on the other (Its a modded pistol, from rimfire, if that has any impact)
#10
I've a problem.. When dualwielding a pistol and grenades, I cant just chug the grenade somewhere like usual, clicking on it and on the map.. This makes calculating the enemy movement for throwing grenades impossible.. Or throwing them in anticipation.. Pls help?
#11
I've encountered a real annoyance/bug.. When you mine a tunnel in a zig zag, when the miner gets to the "zag" he can't see over the corner, so the next rock to be mined is not shown and then he wont automatically mine it, I have to manually draft and send him there to show that area for him to mine... This is the pattern:

XXXXXO<
---------^
>>>>>^

He goes as the arrows point until the O, he mines it diagonally from the last ^ so the first X is not revealed.
#12
Releases / Re: [1.0] Giddy-up! - updated June 27
July 03, 2019, 10:16:13 AM
Quote from: JT on July 03, 2019, 09:53:09 AM


Although Giddy-Up is deeper in the call stack, the cause of the crash is Cleaning Priority (or whichever other Harmony mod is patching the Verse.Area), which does not seem prepared to handle the area designations it doesn't recognise.

Since the source code for Cleaning Priority seems to be trying to catch null keys, Cleaning Priority will need to add some debugging information to decipher what exactly is occurring before it can be fixed.  Giddy-Up, being so much higher up the call stack, can't do much to solve this problem.

In the meantime, you can call it a straight incompatibility with Cleaning Priority. =)

Thank you kindly for this info, I guess im dropping cleaning priority then, because putting no riding zones 1 square at a time is driving me nuts and is going to break my mouse
#13
Releases / Re: [1.0] Giddy-up! - updated June 27
July 03, 2019, 09:31:26 AM
Everything up to date, this happens when I try to designate a no-riding zone:
[spoiler]
Root level exception in OnGUI(): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<Verse.Area, System.Collections.Generic.List`1<Verse.Thing>>.get_Item (Verse.Area) <0x001c5>
at CleaningPriority.ListerFilthInAreas_MapComponent.OnAreaChange (Verse.IntVec3,bool,Verse.Area) <0x000c5>
at CleaningPriority.ListerFilthPrioritizedNotifiers.AreaChange.Postfix (Verse.Area,Verse.AreaManager,Verse.IntVec3,bool) <0x00060>
at (wrapper dynamic-method) Verse.Area.Set_Patch1 (object,Verse.IntVec3,bool) <0x000e7>
at Verse.Area.set_Item (Verse.IntVec3,bool) <0x00037>
at GiddyUpRideAndRoll.Zones.Designator_GU_NoMount_Expand.DesignateSingleCell (Verse.IntVec3) <0x00046>
at Verse.Designator.DesignateMultiCell (System.Collections.Generic.IEnumerable`1<Verse.IntVec3>) <0x001f9>
at Verse.DesignatorManager.ProcessInputEvents () <0x0048c>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
[/spoiler]

And this happens when I try to put one of the mount drop spots, with the difference that it actually places the spot, while the no ride area is not being "constructed":

[spoiler]
Root level exception in OnGUI(): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<Verse.Area, System.Collections.Generic.List`1<Verse.Thing>>.get_Item (Verse.Area) <0x001c5>
at CleaningPriority.ListerFilthInAreas_MapComponent.OnAreaChange (Verse.IntVec3,bool,Verse.Area) <0x000c5>
at CleaningPriority.ListerFilthPrioritizedNotifiers.AreaChange.Postfix (Verse.Area,Verse.AreaManager,Verse.IntVec3,bool) <0x00060>
at (wrapper dynamic-method) Verse.Area.Set_Patch1 (object,Verse.IntVec3,bool) <0x000e7>
at Verse.Area.set_Item (Verse.IntVec3,bool) <0x00037>
at GiddyUpRideAndRoll.Zones.Designator_GU_DropAnimal_Expand.DesignateSingleCell (Verse.IntVec3) <0x00046>
at Verse.DesignatorManager.ProcessInputEvents () <0x00180>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
[/spoiler]
#14
Releases / Re: [1.0] Patched mods
June 21, 2019, 04:58:14 AM
Quote from: nickdos on May 16, 2019, 07:31:27 AM
Quote from: vovik on April 10, 2019, 01:41:29 PM

Mend and recycle
Original thread
download
Patches:

  • No mending table
  • No mending kits
  • Fixing things is done on benches they were created on

Can you expand on what exactly your patch does? You remove mending altogether or move it to vanilla workbenches?

I mean.. If he were to remove mending then why the hell would you use the mod? That's basically what the mod is about so making a patch to take that feature away is like converting it to Recycle. It moves it to vanilla workbenches
#15
Releases / Re: [1.0] Planetside Politics (1.2)
June 18, 2019, 04:51:39 AM
Quote from: LegendaryMinuteman on April 21, 2019, 03:18:03 PM
Quote from: Falcio on April 21, 2019, 08:32:47 AM
Is it compatible with  Psychology mod?
It should be.  Since Psychology is predicated on bypassing traits they should never intersect.

QuoteAlso, I'm curious about how it could influence factions, if it does at all? Or is all about the single pawns?
There's not a significant effect as it's a pretty light change all things considered so I'm not sure it will impact factions all that much in general but it does do a bit to make the factions a little more unique and have a little more flavor.

Quote from: KozmoD on April 21, 2019, 02:37:02 PM
Rimworld need more geopolitics. Actually, it needs more faction interactions in general.
I agree!

Quote from: Jazz on April 21, 2019, 03:07:01 PM
1) Neither Republican nor Democrat are actual "ideologies" (and they don't make any sense for those outside of US).
Might want to consult a dictionary on that.

Quote
2) blah blah blah poli sci 101.....
I get where you're coming from and I could give a long response to it but I don't want to encourage this behavior.  I'll just say one time that I am not interested in the debate and the mod is at a level of complexity where these things are not going to change.

If you aren't interested, I sincerely think it is a shame and wish you the best finding a politics mod in the future that you feel is more accurate.

I was going to download this mod but won't because of the way you answered to a dude that had mostly correct points based in history (Although I dont agree with the republican-democrat stuff). Like, seriously bro, someone actually put on the time to tell you about some mistakes, even giving you examples, and you brush him off with a "bla bla bla".. Come the fuck on.
Also, don't tell the dude to go grab a dictionary, thats rude, he was trying to help and you are acting very entitled. If someone puts the time into your mod, puts the time to actually write a response, then at least put the time to give them a proper answer, and if you won't do it because you don't want to go into politics (admittedly, given the situation of you being a mod author of a mod all about politics, not taking criticism because of politics would be quite ridiculous) at least answer him properly and respectfully