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Messages - GrimTrigger

#16
I would recommend trying to switch up your mod load order a bit... I had no problem adding it to an existing game
#17
So the responsibility falls on say, the author of the Twilek or Zabrak race mod to add the children to their mod.

Also, Thirite, apparently a Wolf Man and one of my Humans are about to have a baby. Im assuming it will be human, but i was under the impression cross-species relationships would result in no pregnancy at all.
#18
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 24, 2018, 03:04:12 PM
I look forward to your update of this mod.
#19
Ideas / Re: Your Cheapest Ideas
January 24, 2018, 02:05:46 PM
64 bit for windows  ;D
#20
Thats awesome news.  So I assume that means the respective race mod owners would need to develop their own assets and compatibility?  How would that work
#21
Quote from: Thirite on January 19, 2018, 10:10:22 PM
@Psyckosama
It does not.

@GrimTrigger
That's strange. The way I coded it should have made people always prioritize cribs for children, unless the crib was much further away than the bed. I'll have to take a look at that.

@Radium_Bullet
There's no hard-coded instant death; the most you can get is significant blood loss over time.

@Anatares
I spoke briefly with the creator of BntB about potential mod conflict and along with browsing the source for it, we both agreed they shouldn't be conflicting- but people are indeed reporting they are. It's not high priority right now but I'll have to check it out later.

@PhantomFav
This is a truly bizarre bug, and if what I suspect to be causing it is indeed the case I may not be able to fix it. The scaling I perform should only affect the individual meshes of each pawn but I believe the engine may be copying an existing mesh with the same texture already applied to save processing power. But I'm not sure about that.

@GrimTrigger
That kind of defeats the point of them crying though.

@Sinclair200
> ...she also goes and breastfeed each and every prisoners.
Oh god hahaha. Oops. I suppose I forgot to do an age check somewhere...

@red3dred
The mod only works with humans- Alien Races should be compatible insofar as they both can run at the same time without the game breaking, but C&P is not programmed to account for Alien Races. It's a planned feature after the base mod intended to work solely with the base game 100% is finished.

@Kagea
Yeah that's my bad. I often forget to disable debugging mode before pushing updates.


As for the "10 Jobs started in 1 tick" thing that's typically caused by a mismatch in the checks performed if a pawn can perform a job and the abort-checks when the pawn actually starts the job. I'm looking into it now.

Yeah in my last playthrough, for some reason children would randomly require rescue (while in the crib) and my pawns would take them to the hospital bed.  I got into the habit of focusing on them, waiting until the pawn was in the room, and forbid the door.  It would force them to put the child back in the crib.

I play a heavily modded game so it could have just been some anomaly occurring with my unique blend of mods.  In my new game, no one has gotten pregnant yet so I've yet to see it reproduced... I'll let you know, this is a different set of mods (some similar but primarily geared toward primitive style play)
#22
Mods / Re: Refuel Preference (request.. maybe?)
January 22, 2018, 06:07:42 PM
Right now I forbid stacks of wood but that has its inconveniences as well Im sure you could imagine.  Im trying to avoid removing wood as a fuel source entirely, just lower its priority on the list.  The conversion is 25 wood for 75 charcoal, and the charcoal is one to one for refueling, so it makes it a reasonable refuel source considering wood can be finite depending on the region you're in and tree regrowth rate etc.
#23
Mods / Re: Refuel Preference (request.. maybe?)
January 21, 2018, 10:25:07 PM
It is indeed part of the medieval mod... was wondering if its even possible to modify its priority to be used to refuel.  Playing a modded playthrough where industrial era is not a thing.
#24
Mods / Refuel Preference (request.. maybe?)
January 21, 2018, 01:37:47 PM
I was wondering if anyone knows of a mod that changes the material Pawns use to refuel torches etc.  At the moment my pawns refuel torches, fires etc with Wood as opposed to charcoal which I have an abundance of.  If this mod doesnt exist, can it be created?
#25
Please... please provide an option to turn off the baby cry or make them stop crying when they stand upright...  They cry so often.
#26
Releases / Re: [B18] Smokeleaf Industry v1.7
January 13, 2018, 02:42:51 PM
Quote from: Harry_Dicks on January 13, 2018, 12:50:34 PM
Quote from: GrimTrigger on January 13, 2018, 11:45:52 AM
There appears to be no place to store infused meals.  It doesnt show up in stockpile lists.

Have you tried using the search function from RimWorld Search Agency, to make sure it isn't under a different category than what you looked?

I created a new stockpile and allowed everything.  Fairly confident that would cover it.
#27
Releases / Re: [B18] Smokeleaf Industry v1.7
January 13, 2018, 11:45:52 AM
There appears to be no place to store infused meals.  It doesnt show up in stockpile lists.
#28
Mod bugs / Disappearing furniture..?
January 12, 2018, 05:46:27 PM
Here I am again, with another problem :/
Ive done a bit of searching and have come across a couple threads pointing to "Hospitality" as the potential problem when minifying things.. I have moved its placement in the load order around but am afraid to remove it entirely to test.  I've noticed when building things like Bookshelves and Dart boards, the job will consume my resources but the object will disappear upon completion.  Has anyone else observed this behavior?  If so, any resolution?
#29
Quote from: Canute on January 04, 2018, 04:29:17 AM
GrimTrigger,
i suggest to use HelpPal mod, this mod mosttimes can answer this kind of question ingame.

But the short answer is, the same table you craft componets, ComponentAssemblyBench.
Did you do the research for energized components ?

I'll have to look into that mod, thanks!  That was it though, had not researched energized components yet.  The tech tree is a bit overwhelming even with researchpal
#30
What table crafts energized components? What is the pre-requisite research in the event the component table does.  I only see advanced components... did a search of the forums and not finding an answer to this question.  Thanks.