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Messages - EdB

#406
Quote from: hyprformnce on December 19, 2014, 11:01:06 AM
a possible suggestion: if it isnt too difficult, could you add a way to trade the maximum of a certain type of commodity from the trade window?

There was a similar request to add a shift-click when dragging to make the numbers change faster.  I looked into it, and unfortunately it's just too difficult to modify the trader UI.  It's definitely possible, but the amount of work involved makes it difficult for me to justify.  I will look at it again to see if the code structure has changed at all for Alpha 8, but unfortunately, you probably will not see this feature in the mod.
#407
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 19, 2014, 01:54:42 AM
Quote from: Carnov on December 18, 2014, 03:26:00 PM
Also, as @john pretzel said, there were a little issue when using EdB prepare carefully. That was my fault as I removed the color generation on the Jaffa equipment because I wanted to keep it the same color for all, which Prepre Carefully didn't like

Apologies that you had to add the color generator--that is a bug in Prepare Carefully.  I will fix it for the next release.  That should not be required. 
#408
Quote from: john pretzel on December 18, 2014, 12:21:27 PM
I'd like to report an incompatibility I found:

If you mind checking this post, https://ludeon.com/forums/index.php?topic=7869.msg82602#msg82602 so that I don't spam the same thing. Thanks! I wasn't sure where to report this, so it will be for both.

Looks like Carnov put out a new release that fixes the Prepare Carefully problem (which I think was a missing color generator definition).  I should still probably try to handle that problem more gracefully in case it happens in the future.

The switched order of the character tab buttons is an issue in my Interface mod.  I change the order of those buttons, but I think I might only change it for human characters.  The Jaffa is defined as a separate race in that mod--I have to take a look at my code to remind myself what I'm doing, but I think that's why.  I'll take a look at it.
#409
I posted a new release, 2.5.1.

You may have noticed the poll that I put up awhile back about whether or not I should keep the Inventory Dialog feature in the mod.  Even though I'm still not totally convinced of its utility, I'm going to leave it in for now.  It needed a little bit of clean-up work, so I've done that for this release.  You'll notice the following changes:

  • All items and buildings are arranged by the material from which they are built.  There is no longer an option to arrange items by color--it didn't really make as much sense with the fixed colors based on the materials.
  • You can now assign weapons and apparel to colonists directly from the Inventory screen.  Hover your mouse over an item to see how many are available, right-click on the item to choose a colonist and an order will be issued to that colonist to equip the item.  A couple of people have asked for something like this, and I thought it might be worth trying to add a little more utility to the Inventory feature.

Note that this release also fixes the missing previous/next buttons on the Thoughts panel--I broke that by accident in the previous release.
#410
Quote from: Ink. on December 18, 2014, 09:09:57 PM
Quick question/suggestion/request. Is there any chance in a new update we might see the debug icons moved to the empty spot on the left? It interferes with the colonist icons (even in small version) and I like having the colonist icons to use, but I like to keep debug on so when something goes wrong with my mods I can investigate it.

I can take a look at it.  The area to left is used for alert messages.  Usually they aren't wide enough to take up the whole space, but the colonist bar does start just to the right of the area that's reserved for those messages.  Maybe I can look at moving the debug tools to the upper-right corner and make the colonist bar not overlap if the tools are visible?  It would also be nice to disable the auto-scroll when it's triggered over the debug tools--that always makes me a little crazy when trying to use them.

I'll take a look.  Not sure how difficult it would be--probably not too bad.
#411
Quote from: Niknud on December 17, 2014, 12:33:47 PM
I am not sure if this is just a problem on my end but whenever I delete and add new colonists they spawn in naked.  Does your point system account for this?

The point system does try to take this into account.  In Alpha 8, whether or not colonists are wearing clothes seems to be partially tied to how cold the starting biome is.  You'll notice that sometimes you'll have as many as 1500 points available to spend and sometimes you'll have less than 500 points available--sometimes you'll even start with negative points.  This is largely due to the market value of clothing and variations that you get with what the starting colonists are wearing.

It was much harder to balance the point system with Alpha 8 because of this--and because clothing and crafted goods are generally much more expensive than uncrafted goods (especially ranged weapons).  I'm not sure that it feels as balanced as it felt in Alpha 7.  I consider what's there now as a first pass that I may adjust later.  Ultimately, I feel like some of that balancing needs to happen in the vanilla game, so I might just wait to see what happens with Alpha 9.
#412
Quote from: Aporatael on October 22, 2014, 06:12:28 PM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.

I was reading through feature requests in old posts and came across this one.  It reminded me that I added something based on this feature request to the 2.4.x release.  I'm not sure it's exactly what Aporatael had in mind, but if you hover over a colonist's name in the Overview panel, the tooltip displays what they are currently doing.
#413
I did another bugfix release, 2.4.5.  Apologies for the large number of releases in a short period of time, but it feels like things have stabilized a bit now that the update's been out for a few days.  Hopefully this will be the last one for awhile.  That said, please continue to report bugs.  It helps a lot.

Changes in this release:

  • Not so much a bug, but you can now right-click on an option in the Growing tab to bring up the Info dialog for that selection.  The info button is something that is available in the vanilla game with alpha 8, so I wanted to make sure that functionality wasn't lost
  • If you re-recruit a colonist after arresting them, they will now properly reappear in the colonist bar.  Sorry that one took so long to fix.
  • In the Thoughts tab, the numeric values are now properly color-coded.
#414
Quote from: Ramsis on December 15, 2014, 11:07:11 AM
So my big request for the next major patch with this mod, is a scenario button that lets us choose from a bunch of scenarios that impacts our starting group, their resources, biome, etc.

Is it a big task, sure.... but is it one that RimWorld as a whole would enjoy, oh without a doubt.

I don't have any plans to do this.  I agree, it sounds like a really interesting feature, but you're right--it's a really big feature and too much for me to sign up for.

Quote from: Iwillbenicetou on December 16, 2014, 07:45:38 PM
...Also, how do we put bionics on a person without starting the game (now let's make an invicible soldier)

You can do this now.  Click the apparel layer category button above the colonist portrait and select "Body Parts."  You can attach whatever bionics that you want to from there.
#415
Quote from: Igabod on December 16, 2014, 07:19:48 PM
you can safely ignore that warning. It's just to let you know that the backstory is one created by a player who bought into that tier of the game. It usually will have pronouns like She and He that can't be changed based upon the sex of your colonist. So you will have a male colonist with a backstory that says She in it a lot or something like that. No big bug or anything.

Quote from: Mozleron on December 16, 2014, 06:54:31 PM
How do i determine what is wrong and correct it, or is this more of a warning that I can safely ignore?

Right, you can safely ignore this.  I might rewrite the warning to make it a little more clear.  Like Igabod says, the problem is that some of the back-stories are intended to match up with a specific, unique character.  Those stories are sometimes written with a specific name and gender hard-coded into them.  I added the warning so that you wouldn't think it was a bug in the mod that the names and genders in those descriptions don't match the name and gender that you choose for your colonist.  There's no good way for me to change the descriptions to match.
#416
I did another quick release, 2.4.4.  Fixes the following:

  • Keyboard shortcuts now appear correctly on designator buttons
  • The "Release" text appears properly in the Prisoner tab
I don't think it matters too much, but I built this version of the mod against Alpha 8c.  I think the mod will work just the same against the earlier Alpha 8 builds, but I recommend that you upgrade to 8c.
#417
Quote from: Encode on December 16, 2014, 12:51:02 AM
May I ask if it is intentional to have the shortcut keys for the menu items to be removed? The shortcut keys when clicking on various objects are there though.

I noticed that too while playing tonight.  Not intentional.  I will fix it.
#418
Quote from: Arigas on December 15, 2014, 06:47:45 PM
Fairly sure it was reported all ready, but the sculptors bench doesn't work. Won't let me select anything to add for bills. Works on cook stove.

Yes, the 2.4.3 version that I put out this morning should fix this problem.

Quote from: Arigas on December 15, 2014, 06:47:45 PM
Also have an issue with one colonist not showing up on the top bar. Think he was there before, but when he gave up and started leaving I arrested him, conscripted him, usual routine, and not showing up top.

This bug has been around for awhile, but it's been low priority for me.  At some point I'll need to fix it. The next time you load your game, the missing colonist will be back in the bar.

EDIT: I typed in a version number incorrectly (I typed "4.2.3" when I meant to type "2.4.3")
#419
Quote from: bvierra on December 14, 2014, 01:04:20 AM
Found a bug in 8, colonists are not showing up in overview... out of my 3 only 1 does and they only have a checkbox under firefighting :)

Once you start the game, the prepare carefully mod usually is out of the picture.  It's possible though that it's somehow creating bad colonists that break overview panel.  If someone who's experiencing that wants to send me a save game file in a private message, it might help in tracking down the problem.

#420
Quote from: Shinzy on December 15, 2014, 11:11:09 AM
Just thought I'd mention the 'release' option in prisoner tab

Thanks for the bug report.  I will fix that.