After playing with this for a while yeah I agree the bonuses are excessive. You should probably limit the gear slots that can be infused to just weapon, head and middle body typically (the armor slot). Epic/Legendary results seem to come up way more often than they probably should, and their bonuses are way too good. Also I know English is not your native language, some of the names sound a little odd - if you would like a little help with language clean-up I'll give you a hand with that. A REALLY neat mod though!
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#166
Outdated / Re: [A12d] Infusion - Equipment enchantment (03-10-15 v31b) Apparel fix
January 03, 2016, 03:30:41 PM #167
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (13-09-15 v10a)
January 03, 2016, 12:33:43 AM
I have been thinking about all this for a while and it turns out I am pretty dumb, fyi
#168
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (13-09-15 v10a)
January 03, 2016, 12:22:38 AM
Oh duh the workaround turns out to be really easy (EdB added Interface Options):
Menu button -> Interface Options -> Uncheck Health tab

I realize this is what Tigg was saying now (duh) but I didn't understand, I thought he meant just clicking the Health tab on the pawn status palette
Menu button -> Interface Options -> Uncheck Health tab

I realize this is what Tigg was saying now (duh) but I didn't understand, I thought he meant just clicking the Health tab on the pawn status palette
#169
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (13-09-15 v10a)
January 02, 2016, 11:57:54 PM
Okay, somehow this mod (or ASA) conflicts with EdB UI interface. When I test with just this mod list:
ASA works, but when I load EdB UI (whether before or after ASA) then the animal surgery tab is replaced by the EdB UI version. For me this is 100% reproducible and I tried a lot of variations (set mod load order, quit game, restart, roll new planet, etc). I don't know why I had it working for a while, I guess I hit some magical perfect mod order that allowed ASA to override the EdB version of the animal status palette.
e: Oops, reviewing the thread I see this has already been figured out. How can I work around this without actually disabling EdB Interface entirely?
Code Select
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<buildNumber>914</buildNumber>
<activeMods>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>EdBModOrder</li>
<li>LT_ASA</li>
<li>LT_ADogSaid</li>
</activeMods>
</ModsConfigData>ASA works, but when I load EdB UI (whether before or after ASA) then the animal surgery tab is replaced by the EdB UI version. For me this is 100% reproducible and I tried a lot of variations (set mod load order, quit game, restart, roll new planet, etc). I don't know why I had it working for a while, I guess I hit some magical perfect mod order that allowed ASA to override the EdB version of the animal status palette.
e: Oops, reviewing the thread I see this has already been figured out. How can I work around this without actually disabling EdB Interface entirely?
#170
Bugs / Re: Cooking Stove vanishes after constructing
January 02, 2016, 11:34:08 PM
You should try this with no mods at all (only Core) loaded, I have read other people reporting this elsewhere and it has been related to non-Vanilla mods.
#171
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (13-09-15 v10a)
January 02, 2016, 11:05:03 PM
Yeah something was definitely buggered with my install, I had renamed the old directory to unpack the game to a new directory and disabled everything but CCL, ASA and A Dog Said, but when I started a new colony I could see that other mods were somehow still enabled anyway. Rebooted and deleted the old directory and the problem went away 
e: I actually could not delete it until rebooting, some file(s) was locked
e: It quit working again
I don't think this is a problem specifically with this mod but something it's depending on from CCL.

e: I actually could not delete it until rebooting, some file(s) was locked
e: It quit working again
I don't think this is a problem specifically with this mod but something it's depending on from CCL.
#172
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (13-09-15 v10a)
January 02, 2016, 10:21:49 PMQuote from: tigg on December 08, 2015, 09:54:09 PM
toggle the "health" tab. It'll make your colonist's op tab disappear, so you'll need to toggle it again for that.
Just came to ask about this, thanks. It had been working fine for me in a previous colony but something made the surgery tab disappear?

e: Nope this doesn't seem to help me
Maybe I have some problem with my mod config DB or something, I'll try re-unpacking the game and reloading all my mods. This is not the only mod I've had squirrelly behavior with 
e: Well that didn't help either
#173
Releases / Re: [A12] AllowTool (1.1) Easily unforbid items
January 02, 2016, 01:10:06 AM
thank god for this
actually thank mod author
actually thank mod author
#174
Outdated / Re: [A12] Skullywags Defensive mods - Shields, Fortifications, Armour, BlastCharges
January 01, 2016, 07:56:33 PM
How weird, for me it's consistent (saved game right before drafting, crash with the shield equipped but not if I unequip it). I'll try shuffling/disabling mods and see what happens, thanks.
#175
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
January 01, 2016, 03:36:27 AMQuote from: Jevon on December 30, 2015, 11:22:23 PM
if the author doesn't make that until A13... all my colonist will became a godlike at shooting because they shoot to much
Quote from: Florius on December 28, 2015, 10:43:32 PM
I already asked Skyarkhangel how to change it. He sent me:QuoteYes, you can.
Zombie Apocalypse_SK\Defs\ThingDefs
Races_Zombie.xml
Change this:
<basehealthScale>10</basehealthScale>
So I set it to one and they are squishy once again!
#176
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
January 01, 2016, 03:34:52 AM
Well in this case since it's a faction mod anyway, and the factions have already been set, there isn't really any point in activating it until I move on to another colony
#177
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
January 01, 2016, 03:33:05 AM
The duct network acts basically like a room, and temperature equalizes in and out of it through whatever duct endpoint equipment e.g. duct intakes, smartfans or whatever. If you have more outlet capacity (smartfans, duct openings w/e) than you have intake, then you can have a situation like you see. If you watch the movie Brazil you understand all of this.
#178
Outdated / Re: [A12] Skullywags Defensive mods - Shields, Fortifications, Armour, BlastCharges
January 01, 2016, 01:33:21 AM
Regarding the medieval shields mod, if a colonist has a shield equipped but no weapon, and you draft them, the game freezes. FYI!
#179
Outdated / Re: No Cleaning Please!
January 01, 2016, 01:07:31 AMQuote from: Latta on March 04, 2015, 10:43:40 AMNo Cleaning Please! (21-09-15 v10b)
Description
Separate cleaning function from home area to "cleaning area".
This is such a fantastic improvement over the vanilla behavior, thanks so much for this.
#180
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
December 30, 2015, 02:00:38 PM
That would probably help but I've finally got my mod order loading OK and have a pretty fun colony getting started, so I don't want to screw it up for a while. Next time I start a colony I'll give that a try, thanks.