Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Fluffy (l2032)

#1231
Quote from: bterrik on September 17, 2015, 12:15:00 PM
Bug Report: With this mod enabled, I could no longer right-click on some jobs (for example - I couldn't right click on a power switch to prioritize flicking).  Some right clicking still worked, though.  I could equip weapons, but only when the colonist was drafted.

I am using only this and EdB Interface and Prepare Carefully.  Disabling this mod fixed the problem.

Loving the mod, thanks for the hard work!
Hmm, I did play with changing pawn class which might have caused this, but I removed that. I think. Will double check, thanks for reporting!

Update: confirmed, but I have no idea what's causing this. I did already delete all traces of the old pawn class, I'm strictly building on a designator and the new caskets. I see no reason whatsoever why or how this should affect the right click menu...
Update2: found and fixed, this actually clued me in to an option to modify the right click context menu, which I though didn't exist. Good to know, and might be useful in the future. Thanks!
#1232
I (well really GitHub) have this nasty habid of renaming the folder the mod comes in everytime I make a new release. Make sure there's only one (the most recent) RW_EnhancedTabsxxx folder in your mods list folder.

If that's working, they should show in the animals tab as a small vertical green bar next to the checkmark, when a training is in progress and one or more steps have been completed. Also, the tooltips should work.
#1233
Added sticky filter dialog option, when enabled the filter window will always open with the animals tab, and remember it's location.
#1234
Lions and tigers now spawn in the wild, annoyingly when defining biomes from the animal xml I can only set on biome, so I had to choose one for the tiger. I'ld like him to also spawn in other forests very rarely (same for lion in desert), but went for being slightly more common in rainforest instead. If anyone has a better idea, I'm all ears!
#1235
Quote from: Shinzy on September 16, 2015, 08:30:44 AM
Quote from: Fluffy (l2032) on September 16, 2015, 08:03:40 AM
https://ludeon.com/forums/index.php?topic=16120.msg171784#msg171784, here you go :).
Cryptoark!
In the first attempt I changed the pawn class, called it Noah :P. Changing Pawn class is not a great idea if you want to mix n match mods though, so now there's no Noah class anymore :'(.
#1236
should show up in construction, after researching stonecutting (iirc).
#1237
No colonist left behind released, put pets into cryptosleep and take them with you when you launch
#1239
Outdated / Re: [A12d] Cats! (updated 11-9, Icicat)
September 15, 2015, 07:43:53 PM
considering I haven't specifically set biomes for them, and I seem to be supposed to, nope.

It's all my fault, I'll get to this tomorrow - hopefully.
#1240
We now have a training progress indicator, translation support, and a Korean translation. All credits go to Latta, as well as a huge thanks!

Download the latest version from the front page.
#1241
Mods / Re: Mod Request: Choice Chamber
September 15, 2015, 05:04:03 AM
the whole thing is built on the unity engine, so in theory, sure why not. In practice, it'ld be quite a biggie - to use a technical term :P.
#1242
Outdated / Re: [A12d] Cats! (updated 11-9, Icicat)
September 15, 2015, 02:28:16 AM
Ok, so the devmode is like a massive cheating interface, primarily so developpers and modders can quickly test things without having to play the game for hours to get a large base.

You can activate it by checking the 'enable devmode' tick in the game options. Once that's enabled you have a few extra icons at the top. One of the 'play'-like buttons opens up a big list of buttons that allow you to start all kind of events, spawn items and pawns, etc. If you click the spawn Pawn button (on the right side), you get a list of all pawns (animals, humans, everything that moves is a pawn). In that list, there should be a number of Fluffy_x entries, where x is the race of the cat. If they show up, the mod is loaded, and you not getting any is just plain bad luck!

(Now turn off devmode again! It can seriously spoil your game when it's too easy :P)
#1243
Very glad to hear people are liking it! Thanks for the feedback everyone :D

Quote from: falcongrey on September 14, 2015, 05:59:25 PM
I'm surprised Tynan didn't come out of vacation to comment on this one. It looks AMAZING!  Sadly it's not EdB compatible...  Will wait and hope for a 'compatibility' fix mod for EdB. :) Still... amazing!

The best of the two combined would be.... well not sure what is above amazing but it would be that!  ;D
You know they're not incompatible as such, neither mod should give any errors when both are loaded. It's just that we both replace the work panel, so whichever mod gets loaded last gets the final override on that, and that's the version that's shown in game.

You can load both mods, use my animals panel, EdB's or my own work panel, EdB's squads and pawnbar (and everything else - that mod is huge :P) and it'll work perfectly fine.

That being said, I do plan on adding a squad filter to my work panel, if EdB is loaded and squads are enabled/set up, so you can have that functionality in my work view. The other goodies EdB provides for the work panel would be harder to integrate, and if you want them - you should probably just use EdB ;).
#1244
Sorry, should've mentioned this. The source zip is the mod. You can download either (they're just different methods of zipping), but you should probably get the .zip one, assuming you're on windows.
#1245
Outdated / Re: [A12d] Cats! (updated 11-9, Icicat)
September 14, 2015, 05:16:23 PM
Quote from: Smokee on September 14, 2015, 02:26:48 PM
I haven't had any either, I am playing with the mod on, but haven't seen anything yet. :/ no ships, no events, no wild roaming.
Can you spawn them in dev mode? Should be a bunch of things labelled Fluffy_x. If they're there, the mod is loaded, and they should at least occasionally come with traders.

I'm really not sure if I did the wild spawning correctly, it's actually quite possible I messed that up, and they don't have a biome assigned (and I assume therefore won't spawn).

As for the events, they're intentionally quite rare, I think the same as the Thrumbo.