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Messages - LanMc

#16
Wow, this is awesome!!!  Now I can listen to Rimworld even when I am not playing it!  Thanks!!!
#17
Ideas / Re: forced mealtime
October 31, 2015, 02:04:59 PM
Quote from: Limdood on October 30, 2015, 03:58:40 PM
I also think this would be great.

I'd even let my people burn through food at double speed to give them 2 mealtimes to remove hungry from ever appearing - pawns left to their own devices are rather poor planners when it comes to not becoming super tired or hungry...

That's a good idea!!!
#18
Quote from: Smexy_Vampire on October 30, 2015, 07:51:12 PM
Rimsenal_Federation was brakeing arm harvesting for some reason and funky stuff with harvested orgens i cant use them its acting like there anotother racelike

Rimsenal_Federation does define new races - the one that may be the issue is the Bion as it uses the basics for humanoid in body parts.  I personally don't use this mod... so I can test to see what may be causing the issue.  But from looking through the defs, there is no recipes defined for any of the new races in Rimsenal_Federation - the recipes listing is what can or cannot be fixed, removed, upgraded on the body parts and should be found in the race file under the thingDefs folder. 

If any of your colonists are a Bion then "operating" on them won't work without defining it in their thingDef race xml under recipes tag first. 

I recommend you talk to the author of Rimsenal_Federation and ask them to help you figure this issue out. 

Have to say...  Rimsenal_Federation does look interesting!  Hope you can get it all working together!
#19
Quote from: bigb4486 on October 31, 2015, 12:22:48 PM
I've done some searching and can't seem to find any references to the bug I'm currently encountering. An event occurred to send my colonists out to search a ship for 7 days (what mod is this? I couldn't pin it down by reading over the mod list). On their return they were shown as "missing" on the UI, then removed from the UI and colonist tabs all together. They are still walking around doing jobs as normal, I can recruit them to fight, etc. However, I can't manage their priorities and tracking them down is very cumbersome. Any ideas?

The anomaly comes from Miscellaneous by Haplo.  The problem you are having is between EdBInterface and Miscellaneous.  I have had this issue before, but as soon as my Colonists came back I restarted the game and all was well. 

You could also try creating an overall (all colonists) Squad and see if that helps?
#20
Quote from: doujinftw on October 30, 2015, 02:17:26 AM
For some reason the colonist refuse to use the items in the quantum storage is this normal?

No, it's not...  My colonists access items in Quantum Storage all the time. 

I have no idea why your's aren't.   :(
#21
Ideas / Re: forced mealtime
October 30, 2015, 03:52:59 PM
+1

I would like to have the ability to schedule time for them to eat too.  It would benefit my colonists in multiple ways:

A) Guaranteed social interaction as everyone is gathering at basically the same time to eat.

B) They will be at a table - no more "ate off the ground" annoying debuffs.  And... hopefully...

C) No more "urgently hungry" debuffs...  Maybe?

Since the addition of the "Night Owl" trait I run two colonist schedules, those that sleep at night and those that sleep during the day.  Being able to schedule when they eat would help with both as I can schedule them to eat upon waking. 
#22
Quote from: Minnigin on October 30, 2015, 03:05:02 PM
I was using ultimate overhaul and ninefingers didnt have EPOE on the bottom, did what you suggested and can now harvest arms, thank you soooo much LanMc, you have my gratitude

I am happy to know I helped!   ;D
#23
Quote from: Smexy_Vampire on October 30, 2015, 07:08:11 AM
no one has vigured out why we cant harvest arms ?
Quote from: Minnigin on October 30, 2015, 09:04:16 AM
been checking daily for this aswell, if I could code I'd do it myself..

Okay, I can harvest all body parts in my heavily modded game.  I am not sure where the issue for you lies?  That being said...

The code to harvest can be found in ThingDefs folder in the Races_Humanlike.xml.  It's this line under recipes that adds the ability to remove all predefined body parts.

<li>RemoveBodyPart</li>

The code is generalized meaning any body parts defined in the BodyPartDefs folder's file Body_Parts.xml should be removable. 

The question then is - what mods are you using that changes the Body Part Defs and what order do you have them installed in? 

Have you tried placing EPOE at the bottom of your mod load order?  That could help resolve these issues as EPOE defines left and right arms in the body part defs.  If that doesn't work, try turning off mods to find the culprit that is causing the issue. 

Hope this helps...
#24
Quote from: Zeta Omega on October 22, 2015, 05:11:40 PM
Do you have to start a new game for this?

For Mending to work?  Yes you have to start a new game.
#25
Releases / Re: [A12] Natural Surgery (More)
October 12, 2015, 03:12:45 PM
Quote from: Undreamed on September 07, 2015, 06:15:20 PM
everytime i try to load the mod i get a error (see my snapshot)

i try to load this in a non modded version, but without success...

In the opening screen where you are given the option to create a new world or colony or load a colony you will see an Option button too.  Click on it.

Look for Auto-reset mods config on crash and uncheck it.  This way the game won't reset your mods but should instead throw the error that is causing the issues.  You can debug the problem quicker by knowing what is throwing the error. 

Thundercaller gave you good advice as well.  Try switching up mod order and see if that doesn't correct the errors first. 


Quote from: Smexy_Vampire on October 12, 2015, 01:23:43 PM
any help with making this work with ExpandedProsthetics&OrganEngineering. the gui for operations wont show up i can only see your harvest and repair

EPOE should go last in mod load order always, according to Ykara's instructions for the mod.  You can use EdB's Mod Order Mod to control what loads when.  You are still going to have issues as both mods double on some of the surgery options.  My recommendation would be take what you want from Natural Surgery and add it in to EPOE.   Why Natural Surgery over EPOE?  because there is waaay more in EPOE to move than there is in Natural Surgery.  After you make your additions you will need to remove Natural Surgery mod for everything to work correctly.

Natural Surgery adds natural brain to the body parts defs that EPOE doesn't.  As well as Repairing Torso.  Everything else it adds is already in EPOE.  You can add your own recipe def xml file with both torso and brain additions, as well as your own body part def xml easily to EPOE.  The reason you add separate xmls is to easily re-add them when the mods get updated. 

But then you will need to add the new additions, (Install Brain and Repair Torso) to the Races_Humanlike.xml listing so you will see it in the operations panel and add the brain to the Items_Body_Parts.xml or add your own additional Items_Body_Parts.xml for the brain.  (EPOE has brain and spine already added to Items_Body_Parts_Natural.xml, but commented out.  You could just take out the <!-- --> and turn them back on.  Unfortunately EPOE does not have the recipes for them so you will have to add them yourself.) 

Hope that helps. 
#26
First I want to say how much I absolutely love this mod!  Orion, my Rimworld experience is better because of you.  Thank you!!!! 

Quote from: Orion on September 30, 2015, 09:51:50 AM
It's true, and something like it is on the feature list for some time already. How about an object you can place that will increase visitor popularity for the particular spot/room?

Right now I have an algorithm that determines the most suitable room for the visitors, with their preference being large rooms, with lots of unassigned beds. I could (fairly easily) add a new object type that raises a room's suitability for visitors. Do you have an idea what such an object could be to fit the theme of RimWorld? Maybe something it would make sense to have multiple of. Something that would logically improve the quality of the visitors' stay. Something that players would intuitively associate with visitors.

I am racking my brain for ideas, but the stuff I come up with are pretty standard for the game already...  Maybe a specific bed made just for visitors?  Or bed assignments like how we can designate areas for prisoners?  A chest (for visitors alone) or something similar that could infer personal storage, or ownership, that can be placed beside empty beds?  Some kind of joy object that would act like an attraction, specifically to attract visitors?  A planter with a specific kind of tree or flower?  It could be a new friendship plant of some kind...  But now I am getting away from the stuff that is already in the game...  My goal isn't to make it harder on you, but to find a simpler solution. 

Basically what I am saying is it would be easier to use something already in the game and assign visitor priority to it would it... That way there is no need to create something new.  Or does that complicate things?
#27
Thanks blackdove and Latta!  I will disable the health tab and see what happens! 

Has someone let EdB know this is happening?

Again, much thanks!  I have been blessedly spoiled and curing my pets is a must for me now. 


EDIT:  It worked brilliantly!  Disabling the Heath tab only in EdB's Interface allows me to see the operations tab for my animals.  Thanks again!

EDIT 2:  It works, but every time you leave the game and come back in you have to reset it or the animal operations tab doesn't appear.  Yes, even if you have turned the Health tab option in EdB's Interface off.  What I did is just click it on then off again and the operation tab reappeared. 
#28
I am having the same issue.  The ASA is not loading.  No idea why.  No errors either so can't even share a log that could help resolve this.  :(
#29
I am personally loving the labyrinth generations.  I have had up to three large complexes, (large for my standards in Rimworld anyway... meaning the size of which would take me a few months with my three colonists to build... with several nice statues, and a joy object table in each.)  In one of the smaller ruins I found two, (count them people TWO), hospital beds!  They are minifiable now so I could grab them up and start using them pretty darn early in the game.  That was a bountiful find!   

Yes, in two of them there were mechs.  The one that was buried in the mountain had quite a decent number of them but by the time I excavated it we were ready to take them on.

The number of labyrinths are randomly generated - from the xml it looks like we can get as many as 6 ruins, (variations on layouts, size and potential content.)  I am not sure about the mechs though?   They could be added by the Core as the Core tends to add ruins with mechs and cryo caskets during map generation.  Still... Curious to know!
#30
Thank you so much for this mod!  The latest version is working quite well, no bugs, no issues and everything feels just right. 

I didn't realize how much this mod was a must have for me until it wasn't there.  The pawn icons along the top are invaluable, I don't understand why it hasn't been implemented into the game.  I love the layout and flow of the menus, it makes so much more sense and are easier to read. Subtle changes, true, but wow, what a difference!

Great work!  Again, thank you so much for all you do for us!