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Messages - joaonunes

#31
Outdated / Re: [A15/A14/A13] Aristocat's mods
January 07, 2017, 06:34:10 PM
Any ETA on the update of this mod? (or any other alternative?)
#32
OMG I totally forgot this mod existed O_O

Well, not really... But I seriously thought this mod was the one that added futuristic weaponry (which I avoid like the plague).
And this has CR compatibility!! :D great job! I think you are the first weapons mod to do it (for A16) :P
#33
Quote from: ilawz on January 06, 2017, 10:20:01 AM
...
Hint has been removed...
...

*Censored*
#34
Quote from: ilawz on January 06, 2017, 03:08:16 AM
Some events are more annoying than other events yes, but I wanted to make a sort of 50/50 between good and bad events.
Most of the bad events in this mod won't set you back much though, the only ones that could get you into 'real' trouble are the Insect and the Abomination event (which has a low chance of happening, and won't refire that quick again).

This is what I meant from not being annoying. Mad Animals are very frequent and annoying, it is good to know that those worse events are rare. It makes them interesting to see twice in one gameplay instead of every 10 days. We need some challenge too :P
#35
Outdated / Re: [A16] Enhanced Development - 2017-01-05
January 05, 2017, 08:35:02 PM
Quote from: Jaxxa on January 05, 2017, 05:24:24 PM
Haven't used CR any time recently, is this the latest version / one you want a patch for?
https://ludeon.com/forums/index.php?topic=27374.0

That is the latest alright
#36
Quote from: Psychology on January 05, 2017, 06:33:59 PM
Hoo boy, good luck OP. If there's anything I've learned it's that people hate events.

It depends on the events... Some are just plain annoying and no way to make the player enjoy them. Mad Animal attacks for once are annoying because they are not that strong of a threat (sometimes), but they appear every few days, which is annoying... Forces me to stop and look at the closest armed colonist(s) to take it out.
"Amnesia" sounds annoying though... It will depend on the chance to appear in the game... If it's too often that this event triggers it will definitely be annoying and lots of people will hate it, but the "Animal Migration" on the other hand sounds great. It adds a "new" mechanic and can actually help the player instead of annoying him. Free food and tamable animals, plus if they are muffalos it will be easier to get pack animals for the colony assaults :P
#37
Another one for the collection :D nice mod!
#38
Quote from: Lobstercraft on January 05, 2017, 06:09:45 AM
Sorry I've mistaken this mod with RT's Weapon Pack. As an excuse i will try this mod

You will not regret it :D There's so much more weapon variety
#39
Outdated / Re: [A14] No Cleaning Please! 1.0.2
January 05, 2017, 04:32:57 AM
Quote from: zmadz on December 27, 2016, 09:08:09 AM
i was wondering after seeing fluffy updated his mods true hugs lib would this work with hugs lib also ?

Maybe...
I haven't looked at the code yet but HugsLib is probably a lot different and as such uses different methods to achieve similar ends. Just replacing CCL with HugsLib will not work and mod's code will need to be changed first. The very fact that the CCL mods call a reference to CCL means that without CCL all the referenced methods will stop working.
#40
Quote from: Bludragon on December 20, 2016, 06:58:38 PM
just wondering:
Will the non CCL ones work if I changed the target?

It depends... For example "Extended Storage" required me to literally remove the connections with any kind of programming to have only the storage options, otherwise I'd have to update the code.
My tip to you is to open the mod's folder and see if there is an "assemblies" folder inside of it.
If Yes: You will almost certainly need to change the code to make it work in A16;
If Not: Try the mod and see which/if any errors appear in the console regarding missing/wrong tags and fix them accordingly. You can also look at the "Core" files in some cases to check for the correct and updated tags to use.
#41
Outdated / Re: [A16] Camping Stuff v0.1.0
January 05, 2017, 04:08:16 AM
Quote from: Smexy_Vampire on January 05, 2017, 12:27:40 AM
how do pawns react to a 3x2 tent as a bed room ?

Probably not well :P
#42
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
January 05, 2017, 04:04:09 AM
Quote from: Nanao-kun on January 05, 2017, 02:16:02 AM
Does the Fluffy Breakdowns work with mods that add/modify work jobs? I have one that separates repair and construction, and Hospitality that adds negotiate. As it is now, I rarely see them do maintenance, but they mostly never bother until they break down. Even if they're set to only repair/construct, they just wander around.

Hospitality has no issues with any of Fluffy's mods, I play with both mods and have no issues.
What is the mod I underlined? Perhaps that is the cause...

Quote from: hybster on January 05, 2017, 12:13:27 AM
idk if i have some incompatibility issues but the FollowMe mod doent work

Do you have Killface's pawn bar? Because he already has a similar feature and they may conflict... What is your load order?
#43
Outdated / Re: [A16] Camping Stuff v0.1.0
January 04, 2017, 09:15:08 PM
Awesome :D

You know, this is how it starts... When the game updates I install some mods, then I find another cool mod and add it to the game. Later on more mods join in and when I read through the mod order or open the mods folder I see 100 folders... Skyrim's modding all over again but in a different game xD The difference is I don't have 160 mods installed on Rimworld (yet).

EDIT:
Mod's name, "Camping Stuff" or "Camping Supplies", which would be better? Only a suggestion ;)
#44
Quote from: Topper on January 03, 2017, 04:58:12 AM
Has Cave mushrooms entered a16 yet?

Don't think so :(
#45
Quote from: SteelRev on January 04, 2017, 08:14:34 PM
Locked her in a room with a potato,  paste meal,  lavish meal,  and a mod soup.  She ate the soup first +8 mood buff,  then the lavish meal.  So as far as the mod causing a bug with recruited prisoners,  I'd say it was fixed.

Those are excellent news :D Thanks for testing it for me :D
You did the test with "Hospitality" on, right? Just confirming  ::)
Also, what is your load order for those 3 mods?