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Messages - frenchiveruti

#16
Hi Kiame, I saved a game with a pawn wearing a forced apparel, when I loaded the game by some random thing (I don't know what caused it) the item was duplicated. I know it's dupped because it's infused with 2 very rare infusions, and there's no way that item can be done twice.
#17
Hi Kiame, it wasn't causing duplications but it was causing me nightmares :P
I'll check out the newest version (Thanks ModSync!) and see how it goes with this issues.
Making per pawn apparel rules doesn't really make sense, it would be good to have some sort of "apparel that benefits <skill>" preference, but I believe a Nicer GUI should be first, because if you start creating a lot of apparel outfits, the "assing outfits" window gets stupidly hard to manage. It would be cool to have it like the one on Weapon Storage, where you select a pawn, and then assign them things.

You know what would be great? For the "manage apparel" list of all the apparels your colony has, a filter. A filter would be amazing for filtering head, torso, legs, waist, and top-layer clothing.

EDIT: There's still a "ghost" bug, if I drop anything inside the dresser, it's still in the list, but dropped, If I click on the "drop from dresser" button once again, then it gets removed from the list.
#18
Hey Kiame I don't know what you did on the last version but you broke like a lot of things, starting from "forced" apparels.
I have "infusion" mod, and I use forced apparel for certain infusions to certain pawns, and when I trade with any trader, the forced apparel gets back into the change dresser.
The other thing is when you "take out" an item from the change dresser, it doesn't actually "go out" but instead drops the item but the GUI still displays it in it.
#19
Quote from: Kiame on December 30, 2017, 11:55:44 AM
both sadly. there's no goid way that i know of to do it otherwise since i can't assume everyone has both change dresser and weapon stotage
The good ol' ModCheck?
You just use conditional xpatching, I don't know how you implement your mods but patching is way more powerful than conventional defs.
#20
Ok so I need both Mending patches for weapon AND apparel storage?
Or with one is enough.
#21
Releases / Re: [B18] [KV] Weapon Storage [ModSync]
December 29, 2017, 06:11:28 AM
Quote from: Kiame on December 29, 2017, 03:01:35 AM
Update:
-Stored Weapons can now be used in bills
YEESHHH.
#22
Hi Kiame, since the last Update my colonist won't wear neither Gloves or Boots from another mod. But apparel from other mods like helms and waist items will be worn.
I can't fallback to a previous version so I can't really check entirely. But that behavior wansn't present on previous days in the same colony-
Thanks.

Forget it, it's because Rimworld is dumb and bionic bodyparts don't have "hands" or "feets"
#23
Releases / Re: [B18] [KV] Weapon Storage [ModSync]
December 22, 2017, 02:21:59 PM
Quote from: Kiame on December 21, 2017, 10:17:13 PM
Update:
-When a pawn is downed, the weapon in use will be remembered and re-equipped when the pawn is healed.
Yay! Thanks! This is awesome.
#24
Quote from: Alias on December 21, 2017, 12:30:35 PM
I have figured out how to xpath to a given tag, but is there a way to patch multiple tags for a given defName?
So for example if I wanted to change a gun's warmupTime and Mass, can this be done in one xpath  operation?
You have to do a Patch Sequence for that.
#25
Hello Jaxxa, one suggestion, you should add what does every button do on the shields generators as there's not any documentation on what they do.
#26
Releases / Re: [B18] Misc. Robots++
December 21, 2017, 10:46:29 AM
I'm having a bug with the Crafter Tier 3 and the Machining Table. It's like the machining table doesn't assign the current crafter as the robot and it just makes "a double" unfinished item, one assigned to the robot, and another to a random pawn that decided it was a good idea to start working on the same thing as the robot, essentially wasting double the resources on it.
And also the bot never finishes the armor/crafting thing because the bill, gets reserver by a pawn, and then goes to 0 running it useless.
#27
Mods / Re: [REQUEST] Animals eating priorities.
December 21, 2017, 12:46:36 AM
Quote from: BrokenValkyrie on December 21, 2017, 12:04:20 AM
Quote from: frenchiveruti on December 20, 2017, 11:13:05 PM
Quote from: Kristjan108 on December 20, 2017, 10:19:14 PM
Smarter Food Selection by WM is what you're looking for.
Ah, yes! But it's not available for B18!

Why do you think its not available for B18. I am currently on B18 and subscribed to the mod.
http://steamcommunity.com/sharedfiles/filedetails/?id=887716138&
Simply because the thread was on A17 on the title. alas.
Thanks!
#28
Something like "Modcheckdll"? like, straight on point.
#29
I'm so ready to be happy now. Thanks, this mod was a necessity
#30
Day 21, still no updates on the horizon  :'(