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Messages - Oragepoilu

#76
Hello,

I have a problem with your "storage" mod.

With the latest update of rimworld and CCL along your storage mod 1.9 (with nothing else, in a new game), I keep having the same error
"Spawned Silver54412 with stackCount 10001 but stackLimit is 500. Truncating."
Name and number obviously change but each time I lost my material. It happen extremely often, and is easy to see by placing a skip or wooden pallet and spawn some stuff, then haul it.

edit :
after playing around, it sound like I have no problem with simple meal, gravel, sand, copper (both version of it), steel , plasteel, glass, fused quartz, stone block of any kind, brick ...
But it happen often with wood, silver, corn. And by often, I mean every time.
#77
@nick sorry then, you might be forced to remove some of your mods and check each time if it show up again.

Here my list if it can help you; they works fine for me, so you can start by removing from your mod every one that is in my own list (as they works with hospitality). From here you should be able to remove lot of small mod of your own (that only add small thing), test, and if it doesn't works, remove slowly (and painfully) more mods.
    <li>Core</li>
    <li>729577707</li> CCL
    <li>704181221</li> misc core
    <li>724602224</li> misc robot
    <li>719702781</li> misc incident
    <li>717575199</li> misc training
    <li>704182588</li> misc map generator
    <li>730401034</li> core panda
    <li>715565262</li> colony manager
    <li>715565817</li> medical tab
    <li>725956940</li> expanded prosthetics and organ
    <li>725623521</li> more floors
    <li>Hospitality</li>
    <li>722085442</li> ed embrasure
    <li>730406032</li> zen garden
    <li>728314182</li> rt fuse
    <li>731434226</li> iron dan
    <li>731111514</li> mad skills
    <li>AllowTool</li>
    <li>Industrialisation</li>
    <li>727626696</li> mind altering device
    <li>[A14] Trait Pack 1.3.1.1</li>
    <li>DermalRegenerator-DermalRegenerator1.6</li>
    <li>ExtendedFabrics-ExtendedFabrics1.3</li>
    <li>ExtendedStorage-ExtendedStorage1.8</li>
    <li>NaturalFloors-NaturalFloors1.2</li>
    <li>ReclaimFabric-ReclaimFabric1.3</li>
    <li>RoofBomb-RoofBomb1.4</li>
    <li>728968976</li> redistheat
    <li>Apparello</li>
    <li>LT_DoorMat</li>
    <li>Ancient Amulets 14.00</li>
    <li>Cupros Alloys 14.00</li>
    <li>Less-Rebuff-1.0</li>
    <li>Clutter Furniture</li>
    <li>730597267</li> milder breakdown
    <li>Unifier 14.00</li>
    <li>729046669</li> distilled healroot
    <li>ED-ReinforcedStuff</li>


ps : as you don't use auto steam update, you might want to be sure that your mod are up to date, with CCL, if you didn't started by this yet.
#78
I'v already tried to delete it, it doesn't matter.
Sound like my post still wasn't clear enough.

I will put in red the data required for you to understand removing this .dll doesn't solve the problem sadly.

QuoteWhen I look into the Hospitality mod, I have two .dll files : one into
...\704305425\Source\Source\obj\Release\Hospitality.dll
and one into
...\704305425\Assemblies\Hospitality.dll
the obj folder (inside source\source folder) isn't here in the regular download. however, After I installed the Hospitality (along CLL) outside of steamworkshop, the problem is still here (and in case it's not clear enough, there is no other mod activated), so I guess it's not the answer of this problem, if it's even a part of it.

This mean that not having this .dll change nothing; I'v already tried to delete him, or delete the complete folder, or use the regular downloaded version (that do NOT include this folder and as such do not include the .dll), and in any case, every time I use Hospitality I won't have a moodlet/though for my pawn about their bedroom.
I don't deny that it's not part of the problem, but I'm sure that alone it's not the problem, as my testing prove it.
If you do not the possibility to look further into it, I understand. I'm not trying to push you. I'm just trying to make it as clear as possible.


@nick
you have some other mod that change the interface. Maybe try to put, at the very last, hospitality behind A dog say ?

If it still doesn't works, put it in the very last place, make a new game, and force an event (go in cheat mod to make it faster).
At this point, keep the console open and look at what happen when they come. If it works, don't forget to check the obvious mods that can cause a problem, as they might not works correctly now that Hospitality is the last; Work tab, colony manager, relation tab, a dog say (<= wasn't working in my config, conflicting with my mods).

I do not have all what you get but I have quite a number of your mod; However hospitality is for me one ins the latest big mod (not including mod like moor floor or addition like this, as they mostly add stuff and not CHANGE stuff).
#79
@orion

Thx for reading.

I though my post was enough clear, but it sound like it's not. I'll correct it, sorry for my bad english.

Quote-Last version of CCL and Hospitality : bug
This part mean that only CCL and Hospitality are activated.
This part mean that no mod are activated, beside CCL and Hospitality.
This mean that no other mods have something to do with this problem, as no other mod are present when the bug occur. (note : when I active all the mod beside Hospitality, it works fine)

In case of things have changed while I was looking somewhere else, steam workshop doesn't download content from a mod into the folder of another mod, so I'm pretty sure you are mistaken about where the problem is from.  (each mod have an Id and use a separated folder)

When I look into the Hospitality mod, I have two .dll files : one into
...\704305425\Source\Source\obj\Release\Hospitality.dll
and one into
...\704305425\Assemblies\Hospitality.dll
the obj folder (inside source\source folder) isn't here in the regular download. however, After I installed the Hospitality (along CLL) outside of steamworkshop, the problem is still here (and in case it's not clear enough, there is no other mod activated), so I guess it's not the answer of this problem, if it's even a part of it.
#80
Hello.

Bug : pawn do not get the moodlet / though "impressive bedroom" (or any other bedroom though).

I have quite some mods, but after some test (note : mod are used from the workshop) :
-Last version of CCL alone : no bug
-Last version of CCL and Hospitality : bug

Checked on brand new save each time by creating a room in godmod with a door and a royal gold double bed. Impressivness of the room is "impressive", if I use the tool in game to read the stats of the room.

Can you please look at it ? I cannot even remove this mod from my save as it broke compatibility, and loosing +5 (ore more) perma mood is a hard hit.

ps : this happen from the last few days, before I was having the though for my pawn, along with special though for having too impressive or not enough impressive, depending of the trait, like usual)
#81
Thx for your works. Sound like the reclaiming works like a charm.

Now, time to reclaim my stockpile 80x90 full of junk ...
#82
It's a normal error; not a problem by itself during the gameplay, AFAIK. just ignore it.
#83
mrof I am sorry if I wasn't clear.

the fact that you make your furniture out of multiple material in a bill tab mean that if "Furniture_A" cost "24 unit of steel" and "16 material", you will be forced to allow the use of "steel" as an acceptable material in the bill tab; by doing so, you allow your pawn to use some "Steel" as the right choice for the "16 material" while it's obvious using some other material, like silver is better (or something else, it doesn't matter).

For a weapon, like a vanilla sword, when you check the material needed it will be something like "140 material". Then a player can allow a material of choice, and the sword will be made of it. For a chair, because you place manually on the map after choosing the material (steel, wood, etc) the game won't allow a pawn to use anything else beside what you choose - again, it's how it should be.

With this mod, you cannot disallow the use of steel, and you pawn will either take silver or steel while you only want to use silver as the material of choice. Because of this, furniture will have a lower rate of beauty/value and have a way lower impact.


the rate (x1 => x20) have no importance here.

Having a special material (small chunk piece) made of steel, replacing the "24 steel" with the same cost, would solve this as long as you do not allow this new material to be used for the "16 material". Or you know, using the normal furniture tab/building like vanilla.
#84
Hello,

I have a problem with the added furniture ; Unlike some previous version, it now come with a new station to make them. However, if a "Small table" ask for 24 steel and 16 other parts, I'm forced to check the "Steel" as allowed and people just use steel for the "16 parts" instead of whatever I want to use to make the table, like , silver (to increase the beauty).

It do not happen each time, but it do happen a lot.

I see a book shelf/small freezer/ trash bin in the tab of the building UI, and I also see it in the bill tab of the furniture assembler.
So I wonder if I have a mod conflict that stop me from being able to use the furniture tab to place directly the furniture with the material of choice, or it's just something that have been forget and furniture should only be made from the furniture assembler.

In any case, I'm forced to do some dirty trick to make my pawn choose the right material, so is it possible to have all the furniture on the furniture tab ? It might be simple xml edit to allow it, but I don't really know; I don't mod myself.
#85
"Patch pants" do not have a crafting time either.

Btw, how the "reclaim fabric" works ? I don't get anything back, but I don't reclaim decent cloth (>50%).

Sub question : is it worth it to reclaim wasted clothes (<50%) ?

Else I will just either stockpile them in a corner or burn them, whatever is faster. Reclaiming for 50 work time and get nothing is just a waste.


Edit : My bad, I was mistaken; reclaim fabric come from another mod of skullywags, thus explaining the incompatibility.
#86
When I try to craft a "Tribal shield", "Tribal shoulderpads", "modest tribal Mask", "gaudy tribal Mask", "tribal headdress" the craft time it set to 1.
#87
Some indication like this could really fit well into the first post, IMO.
#88
Tried the Polybolos, by making 5 of them. One scythe got hit (btw I was hiding behind some wall/earth rempart), they started to aim at me and reckt me from a good distance even if I was under cover.

Well time to start over, the mood hit was way too much to handle when it's extreme.

I do not use prepare carefully so I'll pass the starting weapon. I have yet to find anybody selling me decent stuff in my two games; There is barely anybody trading with me, and when they attack, guys with the best ranged weapon usually flee before I can get them' anyway.

I think I will try to spawn some trap with obvious cover spot so they run into it.

Edit : While I'm at it do someone know the difference between the parapet and embrasure ? Sound somewhat the same for me, beside the small HP increase for the parapet. I'm looking to have a better cover.

Second edit : Having two power arms disallow you to wear tools, as they require an hand.
https://ludeon.com/forums/index.php?topic=6666.120
Quote from: macrosblackd on July 17, 2016, 04:44:50 PM
I was testing around with the part/layer for the belts and I would recommend changing them to part: Legs layer: Accessory
#89
I have two things that give me some trouble, though :
-People using ATV often get stuck in a loop when trying to haul debris. Can be helped by disabling debris in the ATV.
-I just made some short bow and arrow for my 4 guys, meanwhile a crashed ship spawn on my map (and triggered by a lost bullet -_-) near my only entrance (but not enough close to attack my base).

Scyther are extremely OP. At short range they instant kill or incapacitate all the time, at medium range people stay a bit around them but can't deal enough damage, and at long range, well, I have yet to get anything long range to try. As the charge lance have 120 range anyway, I don't think it's an option. (I would miss too often)
They are 3, heal over time, too much resistant to die even if only one is focus. Bow, crossbow, arbalest do nothing against them so I'm stuck with the Psychic drone though, waiting for them to run out of ammo (130/200 left for each scythe).

If someone have an idea to deal with them, I'm listening. In case it happen to someone else ... just reload, don't try to keep on like me xD

Anyway, beside this I enjoy a lot. I didn't go further than the moment where you need books for your research in my last game, but was still a good game.
#90
General Discussion / Re: prosthetic "foot"?
November 21, 2015, 12:52:33 PM
Quote from: Shurp on November 20, 2015, 07:08:53 PM
So I tried it out; peg leg moves at 60%, vs 50% for missing foot.  Not much of an improvement; is it really worthwhile?  I suppose it gives your doctors some experience...
doing from 50% to 60% mean 20% improvement for something that your pawn will do most of his time (moving). So yeah, it's a good thing to do.