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Messages - Malacai

#16
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 27, 2017, 11:54:21 AM
Ok so i have a savegame, but i do use quite a few mods. ost of them are QoL most that you should be able to leave out without corrupting the file i guess. Once you open up teh savegame and leave it on pause you should see a colonist trying to recruit my prisoner without the "recruit prisoner" box checked.

I think you mean the output_log.txt that is saved next to the savegames? Or do you need to see the ingame debug log as well? I'll attatch both in case you need it. Hope that helps.

Savegame dropbox link: https://www.dropbox.com/s/uczgob85cvj3ca1/Drunkard%27s%20Mountain%20%28Permadeath%29.rws?dl=0

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#17
Hey Orion, first of all thanks for this great mod, i havent played without it since you first released it. But i think i have found a bug. I am using Fluffys work tab, and specifically told someone not to "recruit guests and prisoners" but do everything else in the social and negotiating group. And yet she still attempts to recruit people. Not sure if that is a bug with your mod or with the work tab though.
#18
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 27, 2017, 06:06:58 AM
Hm, there seems to be a bug. I have a colonist doing everything in the social and negotiating group, but unchecked recruiting prisoners since someone else has higher chances. Yet she still attempts to recruit my last prisoner. Not sure if that is a bug with the worktab or maybe its a mod conflict with hospitality since the worktype says "Recruiting guests and prisoners"
#19
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 25, 2017, 09:13:07 AM
Oh thanks, i didnt know that was a feature. Ofcourse Fluffy thought about everything :D
#20
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 25, 2017, 08:41:22 AM
Hey Fluffy, i really like your work tab, but it seems a few mods i use add their own jobs and clutter my expanded worktab. Now it looks very squished and it is hard to read anything.



And that is on a normal size monitor, on my little laptop i cant read a thing. Would it be possible to add a scroll bar of some sort, similar to the research tab? Not sure if that would be an easy fix or if you would have to rewrite the whole thing for that.
#21
So i was thinking it would be great if there was a better way to train your doctors. Setting colonist with low medical skills to do doctoring is a bit tedious because i have to micromanage them to make sure they dont screw up sugeries. Or they will tend to critically wounded patients and i have to deal with lots of infections afterwards.

My idea was to split the doctoring work in the work tab into "important doctoring" and "not so important doctoring" or whatever you want to call it. That way you would be able to set your low skill doctors to patch up bruises, scratches and other easy things, while your high skill doctor will handle gunshots and surgeries. This frees up some time for your good doctor since he doesnt need to patch up those 20 bruises after a melee raid so he can instead focus on healing the more important gunshot wounds (or stop your people from bleeding out if you use the Combat extended mod). Meanwhile your low skill doctor can train his medical skill without messing things up.

I am not sure how difficult this would be to code, but maybe some of you modding geniuses figures out a way to make it happen
#22
Releases / Re: [A17] ResearchPal and HelpTab
June 18, 2017, 07:01:38 AM
I found a bug using your ResearchPal. It somehow displayed 3 techs on top of each other. They were all techs introduced by mods, so that my have soemthing to do with it. In my case it was "Plumbing" from the hygiene mod, simple/basic prostetics by EPOE and a third tech that adds medieval surgery buildings. Only the plumbing tech was visible, the other two were hidden behind it but still showed up in the tooltip when i hovered over the tech.
#23
More plant and animal mods are always nice. So yes i would like for this mod to be continued :)
#24
I would like to see the Dustrat mod in A14, since the Boomrat texture got changed. I miss those little critters
#25
That's good to hear, i wanted to play this mod since i first saw it. Awesome graphics and ideas!

Are you are still looking for new animals to add? I had an idea for a kind of nightmarish monster, genetically designed for psycological warfare.
It would be a legendary/event monster and when it enters the map it emits a psycic wave that affects the mood of your colonists just like the psycic drone effect .
You can then either try to wait it out and hope it leaves before your colonists go berserk, or you try and fight it and hope it doesnt rip you to shreds with whatever psycic powers it can throw at you.
Maybe it could even turn animals into manhunter to make it more dangerous.
I am still not sure what it should look like but maybe someone else has an idea for that.

I would try making a mod for it myself, but i have never modded or even coded something yet, and i have no idea where to start, so i better leave if it to you guys.

Anyways, i cant wait to play this mod :)
#26
Quote
I dont think the strawberries are bugged, you need Fruit research to plant those, which comes after Agriculture II.. however i did have the same issue once with the potatoseeds, however it shouldnt be standard when you use prepare carefully.. ive only had it happen once in a few tries

It happend on like 8/10 tries for me today. It only worked if i used the standart 3 colonists without changing anything.
#27
Hello, i tried this modpack for the first time today and there seems to be a bug with the starting potato seeds. Every time i use "Prepare carefully" i spwan without potato seeds. I tried to just start with some strawberry seeds via prepare carefully instead and just ignore the potato seeds bug, but it turns out i can not grow any strawberry either. The growing zone will only allow haygrass, dandelion and potato, even with agricultur I research completed.

Is there a known fix for this bug?
#28
Had the same bug just a few minutes ago. 1 Prisioner, but no beacon. Tried to sell him, nothing happend (didnt watch the merchant's silver), clicked sell 3 more times, still nothing, hit reset and suddenly my prisioner doesnt show up in the trade menu anymore. Colonist got the "Prisoner sold x4" debuff.