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Messages - Loki88

#31
I'm not sure if it's coming directly from this mod, or from a conflict with other mods, or from a CCL issue. I figured I should report it either way though until I can figure out more.

After using the mod options to save what guns I'd like to use / naming scheme I can play the game just fine and everything works as intended. The issue occurs after closing and reloading the game. The game loses all access to some of its core .dll files and will not run even after disabling all mods and restarting the game.

I wound up having to reinstall the game a few times troubleshooting what was causing the issue. It only occurs after saving the mod options for Rimfire.

While I'm 99% sure it's not Rimfire causing this directly I'm posting here because this is so far the only mod I know that uses that part of CCL functionality and figured you might appreciate the heads up.

Rimfire 1.9 works flawlessly so I will just have to use that for now.
#32
Quote from: dismar on April 26, 2016, 04:59:31 PM
Quote from: Wildcard82 on April 26, 2016, 01:32:13 PM
Thanks Loki88 :)
Hopefully I attached this correctly, this is my hack at a temporary update for A13 until the mod author releases the official update. It doesn't have a fancy looking 3d work table as I haven't figured that bit out yet. If anyone gets any interesting issues with it please post  ;)

Guess my update to 13 on the last page wasn't good enough for ppl.. :(

I didn't even look at the last page, sorry dismar. Just saw people asking about an update so figured it hadn't been done yet.
#33
Quote from: skullywag on April 26, 2016, 11:26:39 AM
he replaces pack muffalo that land traders use.

Damn :( I was hoping for the "An ambling pack of Mroffalo have wandered in" event. Sorry for not noticing it was texture only, I'm on a phone at the moment.

Edit: still awesome though! Thank you :)
#34
Quote from: Wildcard82 on April 26, 2016, 11:23:51 AM
Ah I think I've got it sorted, it is working now :)
I'm not sure what the proper form is for this, how can I offer this for people to download without getting banned for plagiarism?

Just post it as an attachment in this thread saying you've done a temporary update until the mod author can do an official one.

The only time people get upity is if you try to claim the original mod as your own work, or you try to monetize someone else's mod.

We're pretty agreeable 99% of the time on here in my experience.
#35
Does he show up like a trader event, or is he always kicking around?
#36
I will try to remember to update this later tonight. The a11 way of designating a meal source is different from a13 now, and by the sounds of it there's a fair amount of redundant code that can be omitted.
#37
Quote from: Dakkon on April 22, 2016, 06:28:23 AM
Quote from: Exampl3 on April 22, 2016, 06:22:26 AM
The MCM doesn't show up in the main menu. Got Rimfire 2.0 and CCL 0.13.1 installed. What might cause this?

Same versions and it's showing up for me as 'Mod Options' directly below 'Mods'.

Shows up for me as well.

The Taurus judge is a monster btw. 4 colonists with good - master judges vs 15 - 20ish tribals resulted in 0 injuries on my end after a 5ish minute fire fight.
#38
Quote from: dismar on April 21, 2016, 05:36:05 PM
Tofu and mushrooms are in both. So they can be used either way.

I understand the reasoning to having it as a meat substitute, it's just more of Derps cooking lavish meals of nothing but tofu seems kinda silly. Just seems to make more sense to have it as meat only as that seems to be more or less it's reason for existence.

Side note, it would clean up the recipe menue a bit for things that call for raw plant food only.
#39
Is tofu intentionally classed as both meat and raw plant food?...
#40
Quote from: AllenWL on April 21, 2016, 03:57:13 AM
On the other hand, nutrient paste has many advantages to make up for the negative mood(uses less food, fills more hunger, takes less time). The ration packs have one advantage that has to make up for the many disadvantages, and unless in a very hot biome, freezing food for infinite storage isn't that hard.

Also, can ration packs be made on a fueled stove?

Yes they can. They can also be made in bulk ( 10 at a time )  which makes them as fast or faster than nutrient paste. And since the addition of the fueled stove they do not require power to be made unlike the npd.

The bulk recipe requires a minimum skill level of 6 to make it.
#41
Quote from: AllenWL on April 20, 2016, 03:06:53 AM
Quote from: Loki88 on April 19, 2016, 09:46:41 AM
Quote from: AllenWL on April 19, 2016, 04:00:55 AM
How much nutrition is 60%?

It more or less fills up a colonist's hunger by 60%. A simple meal is 85%, the lower nutrition is to reflect the heavily preserved nature of the ration packs.
Huh, if ration packs reduce joy, give a negative thought, and restores 25% less hunger, not sure if it'll really be worth it, even if it lasts a year(also, isn't a year 60 days(4 seasons in a year, 15 days per season)?).

I mean, maybe in really hot biomes like the desert, but otherwise...


Rations are still less of a mood / thought hit than nutrient paste which was my original thinking, as for nutrition I've been considering bumping it up.

As for the timers I basically set them to as many days as I could while still having the in game timer show a round figure of years / seasons without tacking days on to the end upon creation.
#42
Well I derped a little and forgot to give ration packs the ability to be stored in a stock pile  ::)

Version 1.11 fixes that, just delete the old version and remember to re-enable food preservation in the mods menue. should be save game friendly.
#43
Quote from: AllenWL on April 19, 2016, 04:00:55 AM
How much nutrition is 60%?

It more or less fills up a colonist's hunger by 60%. A simple meal is 85%, the lower nutrition is to reflect the heavily preserved nature of the ration packs.
#44
Quote from: cuproPanda on April 19, 2016, 01:55:38 AM
Quote from: Loki88 on April 19, 2016, 01:42:34 AM
Quote from: cuproPanda on April 19, 2016, 01:26:28 AM
Quote from: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!

Wouldn't you just have to do something like
<exceptedThingDefs>
  <li>Smoked_Meat</li>
</exceptedThingDefs>

(Or whatever the defName is for smoked meat)


I've never had to use that yet so where would I plop it?  :o

Edit: Nvm figured it out through trial and Error...
Sorry, I thought you already knew about the details since you mentioned human meat being excepted

No Worries! I appreciate your answer  ;D do you want the free empty jerky bag?  :P
#45
Quote from: cuproPanda on April 19, 2016, 01:26:28 AM
Quote from: Loki88 on April 19, 2016, 12:53:44 AM
UpDaTe TiMe! FINALLY!

Updated to A13!

Changed timers to reflect new day lengths (let me know on the poll how you feel about that)

Added dried berries and smoked meat to their respective raw foods categories.

Minor issue with the categories being you can now make smoked meat out of smoked meat which would give you an infinitely decreasing supply of smoked meat. I can't figure out how to remove only smoked meat as a valid ingredient so for now it's set like human meat where it's not a selected ingredient when the recipe is started... Anyone who can let me know how to disallow it will be given a free empty jerky bag!

Wouldn't you just have to do something like
<exceptedThingDefs>
  <li>Smoked_Meat</li>
</exceptedThingDefs>

(Or whatever the defName is for smoked meat)


I've never had to use that yet so where would I plop it?  :o

Edit: Nvm figured it out through trial and Error...