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Messages - Granitecosmos

#106
Quote from: Ruisuki on March 29, 2017, 03:07:08 PM
i meant possible to add the ability to rename individual equipment racks in the same way you can stockpiles?

Probably not gonna happen, to be honest. I tend to sort it by room instead. And since stockpile names aren't visible anyway, the feature is kinda pointless in the first place. Let's hope Tynan will give us some sort of workshop profiling like in DF, so we could link stockpiles to workbenches and vice versa.
#107
Ideas / Re: mod suggestion: sheep and goats
April 01, 2017, 03:34:31 PM
That feeling when you see a mod suggestion in the Unfinished section, while the Mod subforum has a Suggestion section...   ::)  ::)  ::)

On topic: They'll probably get added to the core game sooner or later.
#108
General Discussion / Re: Good skill/trait combos
April 01, 2017, 03:23:04 PM
The winner combe for me is:

  • Industrious
  • Jogger
  • Sanguine
No matter what, the pawn is destined to be better than the others in whatever task it is performing. Could drop Sanguine lategame for some combat trait, though.
#109


=reads thread title=

"How do I define which biomes a plant will spawn?"

Holy crap, you're making plants that can spawn entire biomes?  :o  Ain't no limit for mods, eh?




Hilarious lack of clarity is hilarious. No harmful intentions, I just find it funny.
#110
Help / Re: Altering priority of Work types help
April 01, 2017, 10:43:19 AM
Quote from: rwurgley on March 31, 2017, 11:01:30 PM
In order to alter it, i'd have to gather up all the WorkGiverDef entries from all the various mods i have installed, and combine them in my own XML file, and play with the numbers for priority to adjust them to where i want them to be in the order i want them...
This is correct.

Quote from: rwurgley on March 31, 2017, 11:01:30 PM
...then load that new "mod" with the new xml file at the lower end of the mod load list so it overrides the defaults?
This isn't. List represents load order, the highest mod loads first. Any mod that loads after this one and changes stuff the first mod also changes will be simply ignored. Core is the exception. So put your mod right after Core.

Quote from: rwurgley on March 31, 2017, 11:01:30 PM
Also, is it possible to actually move an entire category, or are they hard coded by the game itself.
This is C# territory. Possible but you won't be able to do it easily if you're a beginner.
#111
Help / Re: Problem with new worktables
April 01, 2017, 10:20:51 AM
Quote from: koni on April 01, 2017, 03:31:09 AM
The bills were in the tabs, but no colonist did anything. I also tried to force them with right click, but that was also ignored.

Seems like you forgot to make a WorkGiver.xml file. It's really easy to make, don't worry.

<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>
<WorkGiverDef>
<defName>DoBillsMakeWeapons_AR</defName>
<label>make weapons</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>115</priorityInType>
<fixedBillGiverDefs>
<li>AR_Smithy</li>
</fixedBillGiverDefs>
<verb>smith</verb>
<gerund>smithing at</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
</WorkGivers>

I added this, grabbed your Smithy and your Gladius code then tested in-game. Solves all your problems. You'll have to make one for your Tailoring Bench too.

Quote from: RawCode on April 01, 2017, 04:35:03 AM
lupus!


Canis Lupus.
#112
Quote from: faltonico on April 01, 2017, 01:55:30 AM
Should steam do something about it? well, users already have to ask permission to Steam to play their games, why not have them control over the mods that are not theirs? and if we are already there, why not to sell them back to the users as well?! /s

And then you realize they actually tried this. The Skyrim paid mods fiasco, and Steam was nice enough to take only 75% of the revenue for themselves. What a nice bunch, I don't even understand the massive community backlash they received.  ::)  ::)  ::)  Turn mods into DLC, best idea ever.

Yet another reason for me to never upload anything to the Steam Workshop (along with the ridiculous mod handling this thread points out). But hey, at least I can't delete it if it's not there, right? So OP won't have any problems with my mods. Problem solved.

Quote from: faltonico on April 01, 2017, 01:55:30 AM
But really... Is it really that hard to right click and drag a folder?

This. If you want mods, this is the oh so huge price you have to pay. If you can't do this, well, Git Gud™.
#113
Ideas / Re: Discovery and Fog of War (FOW)
April 01, 2017, 08:37:23 AM
I love how the thread below this one is literally the same request.  ::)  When you don't even have to use the search function, yet still post basically the same thing...  :o

Quote from: Granitecosmos on March 31, 2017, 10:47:45 AM
Probably won't be reimplemented into the core game.

This will have to remain in mod territory for now.
#114
Ideas / Re: Military Units
April 01, 2017, 08:28:12 AM
Quote from: Kenneth79 on April 01, 2017, 01:25:09 AM
We need military units in the game. ... We need also expendable military units...

Sheriffs. 'Nuff said.
#115
I always have 2-3 melee steel spear pawns minimum. These guys are also my police force. Drug binge? Arrest. Don't like it? Appy spear. I don't give a damn about survival rate, that's the punishment. Berserk? Spear. Mental break in times of need? Arrest or spear, take your choice. Colonist McBloodlust looking for a fight in the dining room again? I'll make sure the bastard gets a fight. Fists vs spear, totally fair.

Quote from: Ukas on April 01, 2017, 07:18:55 AM
Killing more than one colonist results meeting with a firing squad.

Third berserk break and still alive after the spear treatment? I wait for the bastard to fully heal then draft, stand next to a wall, then order 3 pawns with survival rifles (normal or better) to shoot the troublemaker from 10 tiles range.

Sometimes they survive, only to go berserk again. Apply spear as usual. They get to stand next to the wall after another 3 berserk breaks. Sometimes I throw my D20 for some "random" accident involving one of these deviants.
#116
Ideas / Re: Fog Of War & "Security" Work Assignment
April 01, 2017, 07:28:42 AM
Quote from: Kenneth79 on April 01, 2017, 01:20:57 AM
I like mods but it kinda sucks when the developer doesn't implement these awesome ideas into the game. It lowers the value of the original game and mods seem to be taking over some fun and crucial details in the original game.

Looks like someone didn't read the thread I linked.
#117
Ideas / Re: Fog Of War & "Security" Work Assignment
March 31, 2017, 10:47:45 AM
Probably won't be reimplemented into the core game.

This will have to remain in mod territory for now.
#118
Unfinished / Re: [A16][WIP] Backstories
March 30, 2017, 04:56:52 PM
Quote from: Ramsis on March 30, 2017, 11:29:48 AM
Take the admin's advice and back off now, I won't be repeating myself.

Point taken. I shall respect the authority.

Quote from: AngleWyrm on March 30, 2017, 12:02:43 PM
See the First post.
  • The new sets of backstories are attached there
  • The current uses for what I'm building are also listed there
The rest of this WIP development thread pretty much requires training in computer science, so it has a narrow target audience.

Hey, you've finally edited your post like I asked. Thanks! Took your time but hey, better late than never.

#119
Unfinished / Re: [A16][WIP] Backstories
March 30, 2017, 07:57:24 AM
Quote from: AngleWyrm on March 30, 2017, 06:53:17 AM
Quote from: Granitecosmos on March 29, 2017, 05:40:59 PM
That sucks. But hey, you were the one insisting on doing this.
Apparently you stopped reading after the problem description, and didn't bother to read the solution. But, as you say, I have no problem with building my house on a solid foundation.

Apparently you didn't understand what I said. It sucks because you had to fix yet another problem. It almost looks like it would be easier for everyone to just write the xml themselves instead of using a third party program.

Your ignorance entertains me.

Quote from: Razzoriel on March 30, 2017, 07:49:12 AM
Thank you for this amazing mod, dear sir. I only have one problem with it:

I don't want my colonists to have Pirate King/tribal backstories. How do I proceed about making the backstories' rationale work as vanilla, and only have the editting/adding/removing aspect preserved?

OP didn't make the mod. Your compliments belong to Rainbeau a.k.a. dburgdorf. (You know, the guy who actually made the Backstories mod.) This thread has nothing to do with the Backstories mod. Now that I think about it, this is a very misleading thread title. OP please change the title so you don't mislead people to believe this is about the Backstories mod. (Which is not, it's about your third party converter program.)

...Or I can just flag it for the moderators to change it.
#120
Unfinished / Re: [A16][WIP] Backstories
March 29, 2017, 05:40:59 PM
Quote from: AngleWyrm on March 29, 2017, 01:40:12 PM
And they overlap. There is a Thin for males, females and global, and there is a Male for males and global. If these values are stored more than once then the opportunity for errors creeps in. Maybe I forgot to capitalize one version but not another. It also becomes a maintenance headache if ever a value changes and the developer has to chase down all the copies sprinkled about.

That sucks. But hey, you were the one insisting on doing this. I had no problem with writing xml for the original mod.

Actually... What is it that you try to make here, again? At first I tought you were making an editor that's supposed to be more user-friendly but all I've seen is a converter that prints text and information that can already be easily accessed, read and understood. Oh well, this is Not My Problem™.

Quote from: dburgdorf on March 29, 2017, 02:50:27 PM
... Should I take the oddly irrelevant side-rant as a "no," then, on the question of whether you'd like me to actually distribute your backstory files along with the mod that can use them?

I don't think OP is interested. People with interests usually show some reaction to offers, after all.