Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Viddles

#1
Bugs / Re: Cook cook without material
December 26, 2017, 11:46:50 PM
I found that my issue was due to a mod called "[KV] Textile Storage - B18"
Every time I built the Textile Storage item, the cooks would cook without materials. Every time I destroyed the item, the cooks would act normally again.

http://steamcommunity.com/profiles/76561197979077141/myworkshopfiles/?appid=294100&browsefilter=mysubscriptions&p=3

Hope that helps you narrow your issues down.

#2
Bugs / Re: Cook cook without material
December 20, 2017, 09:28:03 PM
Getting this issue as well. Any chance either of you have figured it out?
Based on your list of mods, Canute, the only thing you and I have in common is HugsLib.
#3
Quote from: Katavrik on April 19, 2016, 02:52:38 AM
I'm sorry. I was away and miss A13 release.
But now, i've returned and have some time for mod. Hope, new Crash Landing update will be ready this week.

Awesome! Can't wait. This was one of my favorite mods a few Alphas ago. Ready and willing to test and provide feedback/bug reports.
#4
Quote from: Orion on April 13, 2016, 07:30:14 PM

Update
Changelog

1.11a - 14.04.2016
- fixed chances being completely wrong
- tweaked the numbers
- updated thoughts for social impact
- fixed remembering default interaction settings
- known problems: it's fairly easy to recruit someone; there will be a new system for this in the next version

As always I'm glad about any errors you can report and document with a screenshot and a list of the mods you're using.

Thanks for the fixes! Started a new colony tonight and no errors so far after a few hours. You're the best!
#5
Quote from: Orion on April 12, 2016, 02:03:58 AM
Thanks for all the reports so far!

You do need dev mode on to see errors. Also, for everyone reporting errors, I need to see / know the first error(s) you're getting (preferably expanded - when you click on it). Everything after that is just collateral and doesn't help me find the root of the issue.

Also if the mod is not working right, please tell me which other mods you are using.

Sorry about that, attaching a screenshot this time. =)
My mods are as follows:
1. Core
2. EdB Colonist Bar
3. Mad Skills
4. Enhanced Tabs
5. Bulk Meals
6. Stonecutting Tweak v1.02
7. Hospitality 1.11

[attachment deleted by admin - too old]
#6
Quote from: Arigas on April 11, 2016, 07:18:58 PM
I was testing using a new colony. Using the new version however, works. At first I thought it wasn't when the Guest tab didn't show up. Then I realized it won't until they actually stop in your colony.

Edit: Ok, so, all is well so far, but I can't seem to get relations to improve with the other factions. My Negotiator has 11 in Social, and all I'm seeing is worsening relations :P

Mine has a social of 10, and all she does is fail at relations as well. I'm seeing the error: "Did not find skill of def Social, returning Shooting: 6 (4938.651xp)"

Additionally, I had some guests earlier that did not give me the option of interacting, but when they left, they were happy with me anyway and gave me +30 with their faction and dropped some goods.

Hope this information helps.
#7
Quote from: Berylume on April 10, 2016, 08:21:50 PM
Hi,

thanks for your hard work.
Loading the mod throws lots of errors in the debug console, maybe you uploaded a wrong version? Modified date from your mod files don't show any recently modified files.

Additionally, the About.xml still says Hospitality 1.10, version 12d. Also thinking (hoping) that maybe the wrong version got uploaded =)
Love this mod and can't wait for it to function. Thank you for your hard work!

Some errors when enabling mod:
Could not find a type named Hospitatlity.JobDriver_UseCommsConsole
Could not find a type named Hospitatlity.JobDriver_GuesRecruit
Could not find a type named Hospitatlity.JobDriver_GuestWakeUp
..
Config error in VistiorFlag: Visitor Flag has null thingClass
Config error in VistiorFlag: Visitorhas components but it's thingClass is not a ThingWithComps
#8
I love that tamed and wild animals now hunt smaller animals for food. My only minor gripe is that I've got 2 cougars on my map running around attacking animals that explode when they die. I'd rather not kill the cougars.

Wondering if this was possibly not the intent, and instead an oversight. I mean, I'm all for my own animals exploding boom creatures when they eat them, since it's a choice on my part to have the tamed animal. But wild animals, maybe not so much?

Thoughts?
#9
Quote from: Orion on February 27, 2016, 07:53:23 AM
Actually they still bring gold clubs... but no more magic platinum tesla armors anymore.

Oh! Okay, good! =)
Thank you for this mod, btw. It's one of my must-haves.
#10
Quote from: Orion on February 26, 2016, 03:31:42 PM
I went through a fixing spree and implemented every item I had on my wishlist. Vacation is awesome ;)

Changelog
1.10 - 26.02.2016

- fix: put cap on value of visitor gifts


Aww, no more gold clubs as gifts? =(
How will I know that they REALLY like me?