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Messages - kixiye

#1
Mods / Re: [Megathread] Mod Updates and more!
December 25, 2018, 05:58:20 PM
I'm wondering if you would want to try updating the mod "Fitness", that makes only the Average body type show up in the game?
https://www.dropbox.com/s/ewksmbeya9bk1uc/M%20Fitness%20A17.rar?dl=0
In the thread for it, https://ludeon.com/forums/index.php?topic=27580.0 mazacik states "License: Do whatever you want with this.". I also asked for an update in the thread, but mazacik has not been online here since November 21st.
#2
Outdated / Re: [A17] No Death Randomness, Fitness
December 19, 2018, 05:10:57 PM
Is there an updated Fitness mod available?
#3
Hello!
I have enjoyed using your mod for some time now, and today I went to the mod settings menu to adjust some of the tracks I have listed, and I was met by an error message. I have added many mods after it, and I don't think there is an error with your mod itself but I wonder if you have any tips about what may cause this and how I can fix it?
many thanks.
The error is as follows
[HugsLib][ERR] Exception during DoWindowContents: System.ArgumentException: Illegal characters in path.
  at System.IO.Path.GetFileName (System.String path) [0x00000] in <filename unknown>:0
  at System.IO.Path.GetFileNameWithoutExtension (System.String path) [0x00000] in <filename unknown>:0
  at CustomMusic.MusicMod.DoSettingsWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_VanillaModSettings.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
RimWorld.Dialog_VanillaModSettings:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

EDIT -----
I managed to solve it by deleting the settings folder and reinstalling the mod.
#4
Great mod, a real must-have for me, can't have my pawns dropping all their sidearms when I return from a raid.
Thank you
#5
Outdated / Re: [A16] Snowy Trees v0.1.0
January 19, 2018, 07:07:02 PM
bump
#6
Quote from: dburgdorf on January 18, 2018, 03:37:47 PM
Quote from: kixiye on January 18, 2018, 02:46:16 PMWould you like to see if you could make the names lists easily editable?

I actually started working on "Editable Pawn Names" back in June, as I recall. It's been sitting for quite a while at about 90% complete. I really should finish and release it. :P

Well this is better than I could have hoped for! Good luck and thank you.

Edit:

Want to spoil how it is going to work? Will you be able to chose different names lists for different factions?
Like I said I think this would be great together with the Faction Control mod.
#7
Do you take requests?
Would you like to see if you could make the names lists easily editable? I have used your wonderful Editable Backstories mod, and it is doable, but somewhat cumbersome add a defName and specify gender and first/last name for every name added, especially if you want to add a lot of names.

I checked the RulePacks_NameMakers_People in the core mod, and it only contains the Tribal names which is a bunch of links to a .txt file which is a list of Spanish Words, and other lists of animal names and colors, like this <li>name->[color] [tribalword]</li>
It does not differentiate between male and female names for the persons it generates names for.

I would like to have a way of using three .txt lists per humanoid faction, one with last names, and one with male first names, one for female first names, like this <li>malename->[MFirstname] [lastname]</li>
<li>femalename->[FFirstname] [lastname]</li>
If it could be done, it would be very easy to copypaste names into a .txt file and then specify which three .txts to use  for male/female first names and which to use for last names for a faction and have it represent a country for example. I think it could work very well with your Faction Control, which I have not yet had the pleasure to test.

Anyway thank you for your work, I use many of your mods, some of them are becoming must-haves for my Rimworld experience.
#8
Outdated / Re: [A17] No Death Randomness, Fitness
January 16, 2018, 03:25:25 PM
Bumping for a less body positive rim.
#9
Ideas / Re: Your Cheapest Ideas
January 15, 2018, 04:27:23 PM
I'd like to be able to rearrange the colonist bar. Every time my colony manages to grow to 10-15 people I try to group them up in teams of four or five, but they usually form pairs and friendships across my groupings. It could also help me to single out colonists who are full melee or refuse to fight altogether and not get them mixed up.

A new setting in the world generation options for how long days are, and/or how many days there are per season. I find that the years pass far too fast on the rim, the seasons are to short for me to really appreciate the varying ways of running colonies. Longer crops seasons followed by a long hunting and indoor working season would be really great I think. Preferably as a variable option, for say 10-60 days per season in world generation.

How about having the names of all pawns be drawn from lists like the tribal namemaker? Instead of the
        <li>name->[tribalword] [tribalword]</li>
it could be
        <li>name->[firstname] [lastname]</li>
and some note to edit to mark the difference between male and female names?
I can't code but I have experimented a but with xml but not managed to do anything useful with the names list.
#10
Ideas / Re: Immersive bullet wounds
January 15, 2018, 04:05:40 PM
I like your idea of guns having their own damage type. At the very least they should have an entry and exit wound or a chance for a bullet to stop inside the body.  It could have a bigger chance to go straight through for rifle type weapons as they fire very fast, small caliber bullets and a bigger chance of them staying inside when using pistol caliber weapons that fire slower bullets. Bows and spears could work the same way, that arrows needed to be removed for the wound to be properly tended.
The same could be applied to different kinds of cover, a piece of cover with a certain % of resistance to damage could stop a bullet (stone and steel structures)  and if the damage resistance is lower then a bullet would have a chance of passing through and doing less (possibly more) damage if it hits someone on the other side.
Of course a full ballistic model is a bit far off from Rimworld, but I'm sure some middle ground could be reached to distance firearms from both melee and arrows/spears.

I had a modded folder of a17 where I had added different Damagedefs and Hediffs for rifle and pistol bullets, where rifle bullets would have an increased pain and bleeding rate to simulate shock from being hit, and a larger cavity than pistols, and I liked how it played out compared to the original data.
I had also given grenades their own damagedefs and added resistance to it and bullets to buildings as a hand grenade is more likely to clear out a house rather than breaking down it's walls. There are other sorts of explosives used for that.
I can't find the folder at the moment though, I may have deleted it I am afraid.
#11
I would like a menu with a number of tabs so that it would be easy to keep track over different pawns, or different locations of your base. Most of all it needs to be very well optimized. I used the Signs & Memorials mod for my last game as a journal for the activities of my colonists, it included raids, travels to and from things, and injuries. After a short time it took a very long time to load when I tried to add more things. It also defaulted to the top of the writing, so I had to scroll for a long time to add new things. Of course, a memorial or sign is not meant to be used in that way, but since a journal is, it might be some info on what functions it could have.
#12
Unfinished / Re: [A17] Prison Labor
November 05, 2017, 04:19:44 PM
I really love this mod, saves a lot of colonists for the more passive work such as research, stonecutting and art. Can easily get four guys worth of work using a brain damage colonist who does everything but stand still at 40% of normal speed.

The only real issue I've noted is with another mod, Hospitality. I had set one of my prisoners to "Negotiate" as a test, and one of our visitors got stuck in place after having talked to the prisoner. He refused to move and was eventually downed due to starvation. It was not much of a problem however, we rescued him and he promptly left after he recovered, improving our relation to his faction by 15.

Thank you very much for your work, this has greatly improved my Rimworld experience.
#13
Releases / Re: [A17] SimpleSidearms (1.2.1)
October 19, 2017, 10:32:54 PM
I had totally missed that one, started a game with it now and so far it seems like I'm getting the hang of it. Thanks Canute!
#14
Releases / Re: [A17] SimpleSidearms (1.2.1)
October 18, 2017, 09:46:07 PM
I love this mod, would it be possible to make a version for it for apparel? It would be amazingly practical to swiftly switch from work gear to combat gear, or high/low temperature clothing. Can't go for too long without a hat on the tundra, but getting bullet'd in the skull is not  too great either.
#15
Thank you very much!