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Messages - Darcclan

#1
Herro Kapt

This is the code I added to your surgeries xml right underneath dementia. Even with this her pawns still weren't showing the surgery for the sleeping sickness at the time, only the removal of scars they had. (showing both the dementia first and mine for reference)


             <!-- Very Hard Surgery -->
    <!-- Chronic: Dementia -->
<RecipeDef ParentName="SurgeryVeryHard">
  <defName>CureChronicDementia</defName>
  <label>cure dementia (3 Glit. Med)</label>
  <description>Cure dementia.</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s dementia.</successfullyRemovedHediffMessage>
  <jobString>Curing dementia.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
      <li>Medicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>Dementia</removesHediff>
</RecipeDef>

   <!-- Cure Sleeping Sickness -->
<RecipeDef ParentName="SurgeryVeryHard">
  <defName>CureSleepingSickness</defName>
  <label>cure sleeping sickness (3 Glit. Med)</label>
  <description>Cure sleeping sickness.</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s sleeping sickness.</successfullyRemovedHediffMessage>
  <jobString>Curing sleeping sickness.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
      <li>Medicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>SleepingSickness</removesHediff>
</RecipeDef>
#2
Bugs / A14 [BUG] Mortar reloading is borked
August 09, 2016, 03:45:13 AM
Tested in latest A14, steps to reproduce

1-disable all but core mod
2- make new game
3- enter dev mode and spawn a few colonists
4- spawn a stack of 25 mortar shells
5- spawn 3 mortars near the stack
6- assign 3 colonists to man the guns
7- witness how the first pawn works, but the other 2 complain that there are no nearby shells available

It seems that when a pawn reserves shells he reserves the whole stack, instead of just one (like with food/meals). This makes using more then 1 mortar really annoying as you need to micro the pawns and constantly force them to reassign them to the guns.
#3
Hey guys I did some testing and it seems that these bugs happen when a room is built with the door last, as in you build all the walls and then add the door (as I usually do, just my habit), and the issue with rooms sharing temp space is also the same thing, if the room within a room has its door made last then it will share temp area with the room it was made in. So to avoid the bug, just save one wall piece for last
#4
Outdated / Re: [A11] Buffalos and Beavers
September 01, 2015, 11:51:15 AM
Nevermind, she did it from scratch.
#5
Outdated / Re: [A11] Buffalos and Beavers
September 01, 2015, 12:45:08 AM
My wife would like to make textures for buffalo rugs, I play with Ninefinger's Ultimate Overhaul which adds your awesome buffalo and also the animal rug crafting, so I have all these buffalo running around but can't use them to make rugs.  Ninefingers is willing to add them into his overhaul but we wanted to get your permission to use your textures as a starting point, she can make them from scratch, of course, but they won't match as well to the live creatures if she does.

Either way, thanks for your awesome mod, it really adds a lot to the enjoyment of the game.

(I tried to send you a private message but it said you couldn't receive them)
#6
Any chance of getting this updated for alpha 10? Just found this mod when googling how to change colors on gear
#7
@eberkain yea thats just a copy paste mistake, it'll work as intended
#8
@Buuuh The furnaces can be built out of any kind of stone already, you just right click them
#9
@ttr

make sure you Power Switch is loaded after Superior Crafting, and go into the cfg for power switch and at the end of the power switch add <researchPrerequisite>PowerI</researchPrerequisite>, or you could always just copy past that line of code from where it is in Superior Crafting, and paste it in Power Switch's file
#10
Also if you don't mind Abrexus if you could add back in the vents from the previous Alpha 9 version, that'd be great! I ask because just having only a vent to equalize temp isn't enough for things like steam vents and being able to vent AC's (and use the heat), for example last playthrough I made a room behind my freezer, with the exhaust from the industrial cooler and some industrial heaters, then i pumped the hot air all throughout my base using the ducts and pumped the excess (during summer) outside my base (also using ducts). Can't really replicate that with just vents (mainly because there's no way to vent from inside to outside in a temp controlled way in vanilla

*Edit*
Another thing, how do i get rid of scars using this mod?
#11
Abrexus you done goofed, you copy pasted your synth hopper onto your power hopper, so that it not only says the same description (which is fine) but to get a hopper for the steam engine, you need to research food synth to unlock both your hoppers.

TLDR, GenHopper needs to be <researchPrerequisite>PowerI</researchPrerequisite>, not researchPrerequisite>FoodSynthesizer</researchPrerequisite>, thanks for the fix though!, it really did need its own hopper, was getting tired of unchecking food stuff in the alpha 9 version
#12
I seem to have an issue where my colonists aren't taking the last 2 skin colors on the right side, (brownish and black), their bodies are correct when they land, but their heads are default white
#13
Any chance we could get a exp pack that incorporates combat realism mod (also maybe the trenches/barbed wire from the defense submod), and/or the comm relay from clutter mod

also support for the locked doors part of miscellaneous mod
#14
Oh i forgot to mention, dunno if you noticed/fixed this but the cybernetic arms, they show up as nanotech arms in the item description on the physical item and on traders, only way to tell them apart is checking the stats, they show up correctly on the health tab though (once installed)
#15
my graphics card is Nvidia Geforce GTX Titan and my driver is 344.11