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Messages - TLHeart

#136
Outdated / Re: [A12][Modlist] TL's small mods
December 22, 2015, 05:14:24 PM
Simple Grill

Since I could not find the simple grill as a separate mod here is the simple grill as a stand alone mod for use... I have no idea who to credit for the original idea.

If this is stepping on anyone's toes, I apologize and I will remove it.

Download from the post attachment.


[attachment deleted due to age]
#137
Hay Category Fix

Small mod to move Hay out of the food category and into the raw resources category. Having hay in the vegetable category gives a false reading on how much food a colony has.

Download from attached file, extract to your mod folder, and activate in the mods list. 

Found a mistake, and have the animals were not eating the hay...

Fixed files are now attached.

Only changes the hay, nothing else.

Use if you want to.

[attachment deleted due to age]
#138
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 22, 2015, 11:14:27 AM
Quote from: paragonid on December 22, 2015, 08:44:20 AM
Quote from: Fluffy (l2032) on December 22, 2015, 05:36:29 AM
If that pawn has no passion in shooting, that is absolutely fine and expected behaviour. You're basically forcing a guy who has no skill or desire to learn how to shoot, why would you expect him to learn? I could give you a lecture on statistics each day for a year, but unless you're actually interested in it I have no expectation that you will ever learn the more advanced parts...

If he does have a passion, that is a bit odd.

Have you guys really never seen people good in something they don't really like?

I'm pretty sure if you don't like guns but want to actually survive somewhere where you're being in life-danger every 10 days, especially if you use the skill, you will master it pretty soon. Surviving means more than lack of interest for most of human beings.

The whole passion mechanics is kind of simplified and raw. If you have skill 10, it looks pretty unrealistic to forget over the night what you learnt yesterday... especially if you do it over and over again. It's frustrating and bad design in general. Some kind of upper skill limit would be much better than aggressive skill decreasing.

I'm surprised you're so controlling in the way someone wants to play his game. You're modders in the end, you should support different gameplay tastes.

Well configurable games, e.g. modded Jagged Alliance 2, would just put a checkbox to turn on and off such minor options.

Back to original message:
Quote from: roushguy on December 21, 2015, 01:12:39 PM
Is there any way to make MadSkills work with this mod? If not, is there any way to slow down or stop skill rust? It's just way too fast in vanilla, I struggle to keep my colonists above ten skill. :(

roushguy never asked to add MadSkills to this modback for everyone or anything. He came to ask for advice for his personal playthrough. There's really no reason to tell him that your personal taste on it is different

first off the passion skill is not simple. at level 10 that is 10,000 points of learned knowledge. That learned knowledge goes down by 1 point to 9,999, which will show as skill 9. The next work will raise it to skill 10. But skill is ONLY 1/3 of the total ability to do shooting. The quality and durability of the weapon, and the health of the colonist also affect just how good of a shot the colonist is.

Toggle switches will never be part of rimworld. Not support, never intended by Tynan.

If roughguy wants to add the mod to HIS game, let him try. Simple as download the mod, install and see if it works.

Otherwise he is requesting it be added to the mod pack, and I say no, why dumb down the game.
#139
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 21, 2015, 07:25:02 PM
Quote from: roushguy on December 21, 2015, 04:55:46 PM
When a guy with 10 shooting routinely gains 11 shooting after a day's work, then loses it back down to 10 overnight, and all he does all day is hunt/joy/eat, there is a problem. This was a problem for me in vanilla and it is still a problem with the modpack.

And does that hunter have a passion for hunting? no then that is what happens, hard to increase skill.
Give him a short range weapon so he takes more shots, which will increase his learning. 

Many options to increase skill level..  There are even training options within the mod pack...

Mad skills is the easy way to play the game.

#140
General Discussion / Re: Traders have no Uranium?
December 21, 2015, 07:17:30 PM
Uranium is part of raw materials, which is covered by this in the trader kind defs

      <li Class="StockGenerator_Category">
        <categoryDef>ResourcesRaw</categoryDef>
        <thingDefCountRange>
          <min>2</min>
          <max>4</max>
        </thingDefCountRange>
        <price>Cheap</price>
        <totalPriceRange>
          <min>1500</min>
          <max>3000</max>
        </totalPriceRange>
      </li>
#141
Ideas / Re: Please redefine bullets passing through walls
December 21, 2015, 03:57:43 PM
or the centiped just continues the wind up, and fires through 6 layers of rock killing your colonist... a known bug, that has been reported.
#142
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 21, 2015, 03:39:55 PM
Quote from: roushguy on December 21, 2015, 01:12:39 PM
Is there any way to make MadSkills work with this mod? If not, is there any way to slow down or stop skill rust? It's just way too fast in vanilla, I struggle to keep my colonists above ten skill. :(

It is quite easy to keep them above 10 skill, set there job priorities according to passions, and the skill rust is a non issue. If loosing 1 point of job skill every 2 hours is causing problems, then maybe a change in how jobs assigned is needed.

Why add a mod that makes the game easier?

no passion learn at 0.3.  if not working skill will degrade.
1 flame passion, learn at 1.0. just a little work will grow the skill.
2 flame passion, learn at 1.5. quickly advances in skill. 1/4 hour of work equals 10 hours of rust.
#143
Quote from: Grimandevil on December 21, 2015, 02:19:15 PM
dunno if it has been reported (couldnt be arsed reading 41 pages) but i've encountered this:
when i load CR for the first time and start playing immediately, there is no reload button in pawn's order tab. everything stil works fine, pawns reload by themselves. Restarting the game fixes it.

Sounds like you activated the mod and started playing. Anytime you activate a mod, it is good practice to exit out of rimworld completely, then start rimworld again, so that all the changes are loaded correctly from the start. That is what happens when you restarted the game.
#144
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 21, 2015, 10:44:52 AM
Or the person being operated on is a norbal, and not all the operations are working on norbals.
#145
Bugs / Re: Problems with assigned area
December 20, 2015, 06:58:44 PM
reporting bugs is more than just saying what you think happened. Need data, the output log, and at times the save.
#146
Number of tables is fine. Too few tables will lead to other problems with the float menus dropping recipes, and each table is limited to 10 active bills.
#147
Bugs / Re: Problems with assigned area
December 20, 2015, 03:18:44 PM
Know bug about them repairing doors outside the area you have assigned. All related to the fact that zones work by forbidding items, not areas. But doors can not be forbidden as that breaks the pathing, so doors outside the zone are not forbidden, and there for an undrafted colonist will go and repair the door.

Would need the actual debug log on the second problem.

Not a screen shot of the consel, the actual log, located at RimWorld914/RimwWorld914_Data/output_log.
#148
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 19, 2015, 11:13:54 PM
Quote from: roushguy on December 19, 2015, 09:22:00 PM
I have someone who is set only to clean, who is considered 'idle', and yet there is a ton of blood/dirt on the floor of my home area. (I finally got the mod to work.) Why won't he clean, and how do I force him to clean up?

Need to designate the cleaning zone you want cleaned. It is NOT the home zone, but a separate zone you have control over. In the zone restrictions sub tab. Looks like a small broom.
#149
Hauling was changed to a proximity priority, to try and improve overall hauling.
#150
General Discussion / Re: More raids?
December 19, 2015, 11:09:17 PM
Quote from: Dodging Rain on December 19, 2015, 09:29:01 PM
I don't want to be that guy but make sure your storyteller isn't Phoenix or (mod) Fiona.  Silly mistakes happen.

Is it actually possible for Randy to have an unexpectedly long lull period?

Randy is programmed to have 23 days of no raids.