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Messages - thejinn

#1
Bugs / Re: Some Bug (probably mod related) Help
July 08, 2018, 02:02:28 AM
Hello!  I'm sorry I missed your post, it just occurred to me that I could just check around to see if someone replied to a post of mine.  Someone actually made a guess and it turned out to be a mod that kind of created item profiles through a dresser. I'll get Modswitch, it sounds like a good idea.  I don't think I've ever played a game where I had the option of using so many mods/customizing my experience so much. 
#2
Quote from: thejinn on July 02, 2018, 06:41:20 PM
Quote from: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

Like this user, I am having the same issue with ballistic shields.  Here's a bit of a description of what I saw: My pawn with one natural arm had one bionic arm and could use the shield no problem.  The issue arose when I replaced his other natural arm with a bionic hand.  When this happened, I was really puzzled when it says a body part is missing when I try to wear the shield. 

To fix it, I tried a few things.  I crafted another bionic arm, thinking maybe I had just installed the hand to my shoulder, and that the arm contains the hand piece (which accounts for the increased cost of arm vs hand).  Replacing the bionic hand with a bionic arm did not fix it.  I tried to install the hand while I had both bionic arms installed but that was a no go. 

Or maybe I'm missing something here?  I had asked on EPOE's thread and it was suggested to me maybe it had to do with the way bionic appendages are handled.

So I'm doing some additional testing, with the following results.  Installing a bionic hand on someone with natural limbs retains their ability to use shields.  However, when I removed one of the two bionic arms from my original bionic pawn, he ended up with "cut off" at the shoulder.  Because of that, there is no longer any way to attach a hand. 

I also tried to install a bionic hand over an arm, and it'll take off the hand and attach the arm.  In both situations, the pawn retains their ability to use a shield.  I can't think of any other variations but if I do additional testing, I'll add it here in hopes it helps someone fix the issue. 
#3
So the only thing that is to be done is to avoid it?  And that is...not having more than one bionic upper appendage?
#4
Quote from: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

Like this user, I am having the same issue with ballistic shields.  Here's a bit of a description of what I saw: My pawn with one natural arm had one bionic arm and could use the shield no problem.  The issue arose when I replaced his other natural arm with a bionic hand.  When this happened, I was really puzzled when it says a body part is missing when I try to wear the shield. 

To fix it, I tried a few things.  I crafted another bionic arm, thinking maybe I had just installed the hand to my shoulder, and that the arm contains the hand piece (which accounts for the increased cost of arm vs hand).  Replacing the bionic hand with a bionic arm did not fix it.  I tried to install the hand while I had both bionic arms installed but that was a no go. 

Or maybe I'm missing something here?  I had asked on EPOE's thread and it was suggested to me maybe it had to do with the way bionic appendages are handled.
#5
Quote from: Canute on July 02, 2018, 03:01:29 AM
Yep thats the issue.
Some mod's add Hand/food wear like gloves and shoes, that don't work with Bionic arms/legs anymore since they don't a foot/hand entry anymore.
And i think the same with shield's they maybe require arms, which isn't availble when you got bionic hands.
Weapons only need manipulation above zero to be equiped.

Maybe ask the maker of the shield mod to change the requirement for the shield.
From a special bodypart to manipulation above 50%/75%.

Okay, awesome, now at least I know.  Any chance this is something that is easy that I could just change myself?  I know a bunch of stuff in Rimworld are editable by textfiles..
#6
I need help with a bug (I think it is), please let me know if I'm in the wrong place.  I do have a bunch of other mods installed, though I'm not sure if any of them modifies the body definitions (I've do have the androids faction mod).  Okay, so here is my problem:

I replaced a pawn's natural arm with a bionic one.  Some time later, I installed a bionic hand on the other hand (I checked to see I couldn't install the hand on top of the arm, I couldn't).  Right after there was a raid and I tried to use that pawn to equip a ballistic shield.  It gave me an error that I lacked the body parts.   I can still equip a mace, an assault rifle, and a long sword even (which is 2 handed iirc). 

To fix it, I uninstalled the hand, and installed another bionic arm to replace it, working under the logic that maybe the arm includes the hand, which is why the arm costs a bit more than the hand.  But no, even with two bionic arms, I can't equip the shield. 

Is this a bug?  Or am I missing something?
#7
Bugs / Some Bug (probably mod related) Help
May 19, 2018, 10:24:45 PM
I don't know exactly where I should go for this so please excuse me if you see this repeated elsewhere on Steam/the net:

So I've got maybe 10-15 different mods at the moment, and there is something in there that seems broken. The mods in question that I think are somehow tangled are Better Pawn Control and Gear Up and Go.

The main problem I'm trying to fix here is whenever I draft a pawn, all their clothes fall on the ground. Then, after I undraft them, they'll put on whatever is in their restricted. To compound the confusion, I've noticed drafting them automatically gives them my 'worker' equipment profile, and when I dedraft them it sets them with the 'soldier' profile.

To try and fix this, I've disabled both mods and loaded the game. The problem is still there, though, which makes me wonder if this is a problem coming from another mod? I've also just straight up tried to delete the profiles that I can (you can't delete profiles that pawns are currently using) from the restricted tab, so they're gone from there but they still assign themselves to worker when drafting and soldier when undrafting (while taking off all their clothes).

In addition, one of those two mods (or maybe its actually a third mod) adds a button right next to the main row of buttons on the bottom that lets you choose what equipment profile. This button stays and retains the deleted profile information, but I can't think of any other mod that would mess with that.

Any help would be greatly appreciated guys, but if this is a lost cause and I should restart then please just let me know. It just makes it impossible to deal with threats whenever clothes pop off when drafted.