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Messages - Jo The Veteran

#16
I get this error every time I load "Cults" into my mods list. I don't like errors at startup, so I won't load this. But if you can fix it, it would be cool.

QuoteTranslation data for language English has 3 errors. Generate translation report for more info.
Verse.Log:Warning(String, Boolean)
Verse.LoadedLanguage:InjectIntoData_AfterImpliedDefs()
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#17
Any idea what's going on here, or a way to fix it? As shown in the pics I don't have a skill HUD for the 3 of the 4 of my ghouls in my colony.



The 4rth one I get this message. I guess that's a game mechanic because my vampire is thin-blooded, but any way to improve their status, and their ghouls in return?


#18
Thanks for everything.
#19
Mods / Re: Queue is gone, after mods.
January 15, 2019, 05:51:57 AM
I got a few reds during gameplay.
I downloaded most of them from github, but sometimes there is no other option, only master download, so I can't really do anything about that. Can I? Have I been downloading mods wrongly all the time?
I will remove tilled soil, I had no idea I had other mod about that in there :P. 130 mods are a lot! I downloaded it at sometime, and forgot I guess.
About the gameplay, everybody dies.. no literally. No one can raid me. They all die at the edge of the maps D:. Zombies are OP as fuck!
#20
Mods / Re: Queue is gone, after mods.
January 14, 2019, 09:12:19 PM
I rearranged them, and they kinda work.
Added the heavy ones first, magic, cthulu, gidiup, alhpa, genetics, zombies. Then added the lesser ones. That seems to have done the trick.
I get a ton of errors when I play, but only some yellow ones when I boot the game.

If you Canute, or anyone knows of a problematic mod I shouldn't use from my list, please do tell. That will maybe remove those errors I get in-game. Otherwise, it's fine. Currently the game plays, and it doesn't crash.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>ModManager</li>
    <li>A_Dog_Said_1.0</li>
    <li>TMagic</li>
    <li>AlphaAnimals-master</li>
    <li>Call-of-Cthulhu---Cosmic-Horrors-1.20.0.3</li>
    <li>Call-of-Cthulhu---Cults-1.20.0.4</li>
    <li>Dubs Bad Hygiene</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GeneticRim-master</li>
    <li>Megafauna</li>
    <li>Psychology</li>
    <li>Rim-of-Madness---Vampires</li>
    <li>Rim-of-Madness---Werewolves</li>
    <li>WorkTab</li>
    <li>Achtung</li>
    <li>RimHUD</li>
    <li>4M-Mehni-s-Misc-Modifications</li>
    <li>RF - Advanced Bridges</li>
    <li>AllowTool</li>
    <li>FoodRestrictions</li>
    <li>AnimalTab</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>SYR_Blueberries</li>
    <li>Blueprints</li>
    <li>BoomMod</li>
    <li>SYR_BulletCasings</li>
    <li>CameraPlus</li>
    <li>Carbon</li>
    <li>ChangeEquipmentStats</li>
    <li>ChangeMapEdge - Release</li>
    <li>MarvsClearTheStockpiles</li>
    <li>SYR_CoffeeAndTea</li>
    <li>Collapser</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>CrashLanding</li>
    <li>Crossbows</li>
    <li>DeadMansClothing</li>
    <li>DeathRattle</li>
    <li>DefensivePositions</li>
    <li>RimworldDireRaids-master</li>
    <li>TraderDismissal</li>
    <li>SYR_DoorMats</li>
    <li>DoorsExpanded</li>
    <li>Dubs Mint Menus</li>
    <li>Dubs Rimkit</li>
    <li>Dubs Skylights</li>
    <li>ED-Embrasures</li>
    <li>ExpandedIncidents</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>FollowMe</li>
    <li>FoodAlert</li>
    <li>GiddyUpCore-1.1.1</li>
    <li>GearUpAndGo - Release</li>
    <li>battlemounts-1.1.2</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyUpRideAndRoll-1.1.0</li>
    <li>SYR_GlowingHealroot</li>
    <li>GouRIMet_1.0</li>
    <li>RimwoldAutopsy</li>
    <li>Hospitality</li>
    <li>Hunt For Me</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>Inspiration</li>
    <li>Bubbles</li>
    <li>LessArbitrarySurgery</li>
    <li>LongRangePodLauncher</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Mass Graves</li>
    <li>MedicalTab</li>
    <li>MendAndRecycle</li>
    <li>SYR_MetallicBatteries</li>
    <li>Miniaturisation-1.0.0</li>
    <li>More Faction Interaction</li>
    <li>MyLittlePlanet</li>
    <li>SYR_Neuter</li>
    <li>Noku Mushrooms_1.0</li>
    <li>RF - Packed Lunches</li>
    <li>PawnRules</li>
    <li>PickUpAndHaul</li>
    <li>MarvsPleaseHaulPerishables</li>
    <li>PrisonLabor</li>
    <li>Progress-Renderer-master</li>
    <li>SYR_ProstheticIcons</li>
    <li>QualityBuilder</li>
    <li>RelationsTab</li>
    <li>Replace Stuff - Release</li>
    <li>ResearchTree</li>
    <li>RimFridge</li>
    <li>RimQuest-1.0.5.0</li>
    <li>RPG Style Inventory</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_PowerSwitch-1.0-1.0.13</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>RunAndGun-1.1.0</li>
    <li>SYR_ScarRemoval</li>
    <li>SYR_SetUpCamp</li>
    <li>RimWorld-ShareTheLoad-master</li>
    <li>SimpleSidearms</li>
    <li>SkilledStonecutting</li>
    <li>SmartMedicine - Release</li>
    <li>Smoked meat</li>
    <li>SnapOut147</li>
    <li>MarvsSnowClearanceSanity</li>
    <li>MarvsSometimesRaidsGoWrong</li>
    <li>Sparkling Worlds Full Mod</li>
    <li>Spotted</li>
    <li>StatueOfColonist_1_0</li>
    <li>BirdsAndBees</li>
    <li>Therapy</li>
    <li>TilledSoil-1.0.2059</li>
    <li>ToggleHarvest</li>
    <li>TradingSpot</li>
    <li>RF - Tribal Pawn Names</li>
    <li>Turn It On and Off v1.3 [1.0]</li>
    <li>MarvsUghYouGotMe</li>
    <li>VariousSpaceShipChunks</li>
    <li>Wall Light</li>
    <li>WeHadATrader-master</li>
    <li>WhereIsMyWeapon_1_0</li>
    <li>WhileYoureUp-master</li>
    <li>RF - Wild Cultivation</li>
    <li>ZombieLand</li>
  </activeMods>
</ModsConfigData>
#21
Mods / Re: Queue is gone, after mods.
January 12, 2019, 06:01:53 PM
Thanks for the reply, Canute.
Yes, it was the pawn queue. I had it gone in a previous mod list, I removed a bunch of mods, and it's back now. I have no idea what caused it because, well.. load testing to find problematic mods is a thing I do when I start a new game, with new mods. However this is the first time I loaded so many mods, 130 instead of my usual 30 or so. It takes a few minutes to start the game, and then to load a map. Testing 129 mods individually is... rather tedious to say the least.
I haven't tried the quickstart function, I guess that makes things a little easier, bypassing all starter colony options.
I was hoping there was a better way to be honest.
But thanks for the info regardless.
#22
Mods / Re: Queue is gone, after mods.
January 11, 2019, 09:16:38 AM
Come on.. I knew how to fix Minecraft errors. This shouldn't be much different. Just drop me a hint here!
#23
Mods / Queue is gone, after mods. - RESOLVED (somewhat)
January 11, 2019, 04:02:44 AM
I loaded a huge amount of mods, and now the queue system is gone. Can anyone tell me what mod causes it? Maybe fix it?
My mods list
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>ModManager</li>
    <li>4M-Mehni-s-Misc-Modifications</li>
    <li>A_Dog_Said_1.0</li>
    <li>TMagic</li>
    <li>Achtung</li>
    <li>RF - Advanced Bridges</li>
    <li>AllowTool</li>
    <li>FoodRestrictions</li>
    <li>AnimalTab</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>SYR_Blueberries</li>
    <li>Blueprints</li>
    <li>BoomMod</li>
    <li>SYR_BulletCasings</li>
    <li>Call-of-Cthulhu---Cosmic-Horrors-1.20.0.3</li>
    <li>Call-of-Cthulhu---Cults-1.20.0.4</li>
    <li>CameraPlus</li>
    <li>Carbon</li>
    <li>ChangeEquipmentStats</li>
    <li>ChangeMapEdge - Release</li>
    <li>MarvsClearTheStockpiles</li>
    <li>SYR_CoffeeAndTea</li>
    <li>Collapser</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>CrashLanding</li>
    <li>Crossbows</li>
    <li>DeadMansClothing</li>
    <li>DeathRattle</li>
    <li>DefensivePositions</li>
    <li>RimworldDireRaids-master</li>
    <li>TraderDismissal</li>
    <li>SYR_DoorMats</li>
    <li>DoorsExpanded</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Mint Menus</li>
    <li>Dubs Rimkit</li>
    <li>Dubs Skylights</li>
    <li>EdBPrepareCarefully</li>
    <li>ED-Embrasures</li>
    <li>ExpandedIncidents</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>FollowMe</li>
    <li>FoodAlert</li>
    <li>GearUpAndGo - Release</li>
    <li>GeneticRim-master</li>
    <li>GiddyUpCore-1.1.1</li>
    <li>battlemounts-1.1.2</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyUpRideAndRoll-1.1.0</li>
    <li>SYR_GlowingHealroot</li>
    <li>GouRIMet_1.0</li>
    <li>RimwoldAutopsy</li>
    <li>Hospitality</li>
    <li>Hunt For Me</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>Inspiration</li>
    <li>Bubbles</li>
    <li>LessArbitrarySurgery</li>
    <li>LongRangePodLauncher</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Mass Graves</li>
    <li>MedicalTab</li>
    <li>Megafauna</li>
    <li>MendAndRecycle</li>
    <li>SYR_MetallicBatteries</li>
    <li>Miniaturisation-1.0.0</li>
    <li>More Faction Interaction</li>
    <li>MyLittlePlanet</li>
    <li>SYR_Neuter</li>
    <li>Noku Mushrooms_1.0</li>
    <li>RF - Packed Lunches</li>
    <li>PawnRules</li>
    <li>PickUpAndHaul</li>
    <li>MarvsPleaseHaulPerishables</li>
    <li>PrisonLabor</li>
    <li>Progress-Renderer-master</li>
    <li>SYR_ProstheticIcons</li>
    <li>Psychology</li>
    <li>QualityBuilder</li>
    <li>RelationsTab</li>
    <li>Replace Stuff - Release</li>
    <li>ResearchTree</li>
    <li>Rim-of-Madness---Vampires</li>
    <li>Rim-of-Madness---Werewolves</li>
    <li>RimFridge</li>
    <li>RimHUD</li>
    <li>RimQuest-1.0.5.0</li>
    <li>RPG Style Inventory</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_PowerSwitch-1.0-1.0.13</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>RunAndGun-1.1.0</li>
    <li>SYR_ScarRemoval</li>
    <li>SYR_SetUpCamp</li>
    <li>RimWorld-ShareTheLoad-master</li>
    <li>SimpleSidearms</li>
    <li>SkilledStonecutting</li>
    <li>SmartMedicine - Release</li>
    <li>Smoked meat</li>
    <li>SnapOut147</li>
    <li>MarvsSnowClearanceSanity</li>
    <li>MarvsSometimesRaidsGoWrong</li>
    <li>Sparkling Worlds Full Mod</li>
    <li>Spotted</li>
    <li>StatueOfColonist_1_0</li>
    <li>BirdsAndBees</li>
    <li>Therapy</li>
    <li>TilledSoil-1.0.2059</li>
    <li>ToggleHarvest</li>
    <li>TradingSpot</li>
    <li>RF - Tribal Pawn Names</li>
    <li>Turn It On and Off v1.3 [1.0]</li>
    <li>MarvsUghYouGotMe</li>
    <li>VariousSpaceShipChunks</li>
    <li>Wall Light</li>
    <li>WeHadATrader-master</li>
    <li>WhereIsMyWeapon_1_0</li>
    <li>WhileYoureUp-master</li>
    <li>RF - Wild Cultivation</li>
    <li>WorkTab</li>
  </activeMods>
</ModsConfigData>


Also, I have certain errors when loading a game. Some yellow, and some red ones.
Can someone tell me how to read those, so I can maybe fix the problematic mod, or remove it altogether.

For example here are some persistent errors I get

Translation data for language English has 4 errors. Generate translation report for more info.
Verse.Log:Warning(String, Boolean)
Verse.LoadedLanguage:InjectIntoData_AfterImpliedDefs()
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Parsed 3.4 as int.
Verse.Log:Warning(String, Boolean)
Verse.ParseHelper:ParseIntPermissive(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Medical Tab :: Capacity MagicManipulation does not have any bodyPartTags associated with it. This may be intentional.
Verse.Log:Warning(String, Boolean)
Fluffy.CapacityUtility:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Type TextureChooser probably needs a StaticConstructorOnStartup attribute, because it has a field LeftArrow of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#24
Any idea what causes this specific colonist to bring this specific error. It happens pretty random when he tries to socially interact with others. I normally don't care when errors happen, but this one happens to this exact colonist, and no other. I just don't understand the code to figure out how to remedy that.

GrammarResolver failed to resolve a text (rootKeyword: r_logentry)
Custom rules:
  INITIATOR_nameFull->Tum-Se-Ne-Ho Sequoyah
  INITIATOR_label->Sequoyah
  INITIATOR_definite->Sequoyah
  INITIATOR_nameDef->Sequoyah
  INITIATOR_indefinite->Sequoyah
  INITIATOR_nameIndef->Sequoyah
  INITIATOR_pronoun->he
  INITIATOR_possessive->his
  INITIATOR_objective->him
  INITIATOR_factionName->East Daia
  INITIATOR_kind->colonist
  INITIATOR_title->weaver
  RECIPIENT_nameFull->Savanna Beltran
  RECIPIENT_label->Savanna
  RECIPIENT_definite->Savanna
  RECIPIENT_nameDef->Savanna
  RECIPIENT_indefinite->Savanna
  RECIPIENT_nameIndef->Savanna
  RECIPIENT_pronoun->she
  RECIPIENT_possessive->her
  RECIPIENT_objective->her
  RECIPIENT_factionName->East Daia
  RECIPIENT_kind->colonist
  RECIPIENT_title->herbalist

Bare includes:
  logentry->Inspired [other_nameShortIndef].

Constants:
  INITIATOR_flesh: Normal
  RECIPIENT_flesh: Normal

0 ->[r_logentry] UNRESOLVABLE: Cannot resolve subsymbol 'r_logentry'
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, Boolean&, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, Boolean&, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:Resolve(String, GrammarRequest, String, Boolean, String)
Verse.PlayLogEntry_Interaction:ToGameStringFromPOV_Worker(Thing, Boolean)
Verse.LogEntry:ToGameStringFromPOV(Thing, Boolean)
Bubbles.Interface.Bubbler:Add(LogEntry)
Bubbles.Patch.Verse_PlayLog_Add:Postfix(LogEntry)
Verse.PlayLog:Add_Patch1(Object, LogEntry)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly()
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


My mods config.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>DeadMansClothing</li>
    <li>ED-Embrasures</li>
    <li>LongRangePodLauncher</li>
    <li>QualityBuilder</li>
    <li>ReclaimReuseRecycle-master</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Archipelagos</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - Packed Lunches</li>
    <li>RF - Tribal Pawn Names</li>
    <li>RF - Wild Cultivation</li>
    <li>WhatTheHack-master</li>
    <li>RimHUD</li>
    <li>ChangeEquipmentStats</li>
    <li>ChangeMapEdge - Release</li>
    <li>Dubs Skylights</li>
    <li>FoodRestrictions</li>
    <li>Inspiration</li>
    <li>MedicalTab</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>SkilledStonecutting</li>
    <li>TradingSpot</li>
    <li>WorkTab</li>
    <li>BoomMod</li>
    <li>Bubbles</li>
    <li>Collapser</li>
    <li>ToggleHarvest</li>
  </activeMods>
</ModsConfigData>
#25
Releases / Re: [1.0] Animal Food Restrictions
October 28, 2018, 02:37:45 PM
Cool, thanks.
#26
Releases / Re: [1.0] Animal Food Restrictions
October 28, 2018, 06:03:01 AM
I really like this mod, but it could do with some refinement.
For starters, it worked fine for a while, but now the animals loose training since the change in the recent builds. When they do "no usable food" can be found to feed them, and so colonists can't retrain them. I had to use a fully unrestricted rule, so colonists would start again feed them berries, and other stuff. You need a workaround here where, although you can specify what they can eat, their handlers are not limited by this rule at all to train them.
Also, their food selection should be hereditary to their offspring, like how the allowed zones are. Sometimes you get 5, 6 puppies, and they all individually need to told what food they can eat.
Lastly, an interface is needed somewhere, probably in the animals tab where you can mass select all the animals you want, and tell them what they are allowed to eat.
Keep up the good work!
#27
Releases / Re: [B18] Mending
December 18, 2017, 04:00:07 AM
I almost cry when I have to burn my, torn out, legendary thrumbofur duster just because the game does not give me another option. So with that in mind I have gotta say, I really love the implementation your mod brings into the game (and all the other similar mods that came before it). And recycling the clothes of the dead (or the shitty ones) is an unimaginable extra perk, so it is just too much for words. It is just awesome and it MUST become part of the core game eventually.
Than being said, can you somehow make it so the dead people clothes do not end up in the mending bench? I mean, I know this can be done with stockpiles and crafting station ranges, but would be cool if you did not have to go to all that hassle, especially since multiple stockpiles tend to lag the game.

Thank you for all your hard work :D
#28
Mods / Re: Doors MUST have a lock function!
December 03, 2017, 05:01:02 AM
Quote from: viperwasp on December 02, 2017, 09:37:08 PM
Locked doors in Vanilla is a exploitation nightmare. So many ways players could abuse this and moderately difficult for Dev's to protect from this. However as a Mod I 100% support and love the idea. And I love the person who made the mod that already exists. Good Stuff. Thanks.

If you're talking about how you can lock traders inside and let them starve, or burn them, well you can do the same with walls now, only they dig their way out. I don't see a reason the AI can't handle a locked door the same way.
But yeah it's like I said, this is more a nuisance than an actual flaw or bug. Random NPCs have no place inside forbidden rooms. They shouldn't be allowed to open them willy-nilly.
#29
Mods / Re: Doors MUST have a lock function!
December 03, 2017, 04:56:24 AM
Quote from: kaptain_kavern on December 02, 2017, 08:29:10 PM
There is a mod for that:

https://github.com/Aviuz/Locks

Author is mentioned an incoming update for december

Thanks, but this doesn't work in b18. I think it's for a17 according to info from About.xml
#30
Mods / Doors MUST have a lock function!
December 02, 2017, 04:52:05 PM

This has been bugging me for ages, and I think there was a key thing in earlier versions, but it didn't show any implementation.
I just find it stupid when randoms wander into locked rooms, mostly greenhouses and their animals eat your plants. Or inside your hospital with injured colonists leaving all kinds of dirt and animal filth, or staring fights bleeding all over.
Doors SHOULD lock, and moreover that should be a vanilla mechanic.
Also locked doors should be repairable from the inside, since you can do the same to walls as well.
Prohibiting access to a door like how it is now should be another option, maybe limited to certain colonists via the areas system or something similar. But to be frank, if there are actual locked doors, this option doesn't make much sense to keep.
What are your thoughts?