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Messages - witchyspoon

#151
Quote from: kaptain_kavern on July 19, 2016, 09:38:02 PM
I'm at the point where the mod start and no bugs at all. (like your screenshots :p )

Now i will try to apply to new animals.
I wasn't know where you guys were so i started over from Latta's A13 version ;)

yeah we are at that point too, at least in my files I posted a dropbox link above you can look into it if you like, but like I said the big birds and the megatherium are not working with my files...:(
#152
so I don't know if this helps or not, but ostrich, cassowary, turkey and emu seem to be under <ThingDef ParentName="BigBirdThingBase"> which is new, and megatherium seems to have <body>Human</body> not quadruped or anything. those are the animals that don't work right now. I don't know much about code though so i don't know what to do with that info... :-\
#153
https://www.dropbox.com/sh/d1bha1fhsr9rw7l/AAD_kJQ88FWjLjcR2XR3rNB9a?dl=0

there you go..I added all the animals plus fixed the bird beak thing, and also the category (bodypartsandimplants doesn't work anymore) so there are no errors anymore also the trader bring the stuff..BUT some new animals still only show "euthanize" like ostrich cassowary megatherium. The remove bodypart works (cataracts) but e.g. add bionic eyes which should work for any animal, regardless the size, does not show up. Although caribou or lynx show up and they are new too..so i'm stumped I don't know what else could be the issue.
#154
you still forgot the cat in a few places, bionic eyes for example and bionic legs also I dont see the emu or snowhare or turkey..

aaand it still throws errors




do you want me to send you my files where there is no errors, maybe look it over and see if you can solve the problem with ostriches cassowarys etc not working?
#155
Quote from: Nattiejim on July 19, 2016, 07:24:22 PM
Quote from: Latta on July 19, 2016, 05:25:07 PM
Yes, you need to make a new thread. Just leave me a credit.
Will do! Thank you for your permission!

Quote from: spoonshortage on July 19, 2016, 06:13:19 PM
@Nattiejim I got it to work without any errors so far so good, but seems you forgot to add the cats and ostrich at least not sure yet if anything else is missing :)
Great! I did forget about the ostrich & the cats - I can work that in soon.

you also forgot a bunch of others I've been working on it and so far there are no errors, and the categories/traders work but I can't get some of the new animals to work like cassowary or megatherium.
#156
@Nattiejim I got it to work without any errors so far so good, but seems you forgot to add the cats and ostrich at least not sure yet if anything else is missing :)
#157
@Nattiejim I just looked the file over and the line for <li>Ibex<li> <--- is not closed (in every list)
also maybe change the line for target version to 0.14.1238 not alpha 14 :)

edit: ok I just checked even with those changes it still throws errors for body parts...:(
#158
Quote from: mrofa on May 24, 2016, 09:05:37 AM
Quote from: spoonshortage on May 24, 2016, 04:42:24 AM
I think you forgot to make the plasma generator selectable? Or was this intended? But then one wouldn't be able to see the charge level? Hmm anyway I added it in for myself but you should prbly look into that .. :)

edit: I just realized its not deconstructable either, only deletable with dev console..is this intended, too? If so, there should be a warning maybe..?

What mods do you use, it looks like a conflict since everything seems to work fine for me, also outputlog would be nice to so i can try to pinpoint the error :D

umm there was no error in the log...it just wasn't selectable after placing??? so I looked into the def and the line for <selectable>true</selectable> was missing so I added it in...I really have no clue about modding or coding so I don't know what could be missing for there to not be a deconstruct button..so yeah   ¯\_(ツ)_/¯

edit: I added a screenshot of my active mods

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#159
I think you forgot to make the plasma generator selectable? Or was this intended? But then one wouldn't be able to see the charge level? Hmm anyway I added it in for myself but you should prbly look into that .. :)

edit: I just realized its not deconstructable either, only deletable with dev console..is this intended, too? If so, there should be a warning maybe..?
#160
Quote from: bigfruit77 on May 23, 2016, 08:27:30 PM
Mr.spoon sir.. u are a life saver.. really, u just saved a grizzly of mine. Thanks
I'm a 'Mrs' Spoon ;) ...but you are very welcome! ;D
#161
Quote from: Bowen on May 23, 2016, 08:42:05 AM
Quote from: spoonshortage on May 21, 2016, 01:06:36 PM
as far as i know,the new animals are not yet included in this mod (polar, grizzly, cougar, cats) but you can edit them in manually, like I did.
Oh, excellent!  How does one go about this "Manual Editing"?
hmm as far as I remember, all I did was include the new animals in the Recipes_Surgery.xml ...so everytime there was a list of /small/medium/large/ animals, I just added a line for the new ones for example at the end of
<!-- Small -->
            <li>Boomrat</li>
            <li>Chicken</li>
            <li>Chinchilla</li>
            <li>Cobra</li>
            <li>Hare</li>
            <li>Iguana</li>
            <li>Megascarab</li>
            <li>Monkey</li>
            <li>Squirrel</li>
            <li>Tortoise</li>
            <li>YorkshireTerrier</li>
I added <li>Cat</li> and so on.. <li>Cougar</li> for medium and both <li>GrizzlyBear</li> <li>PolarBear</li> for large..there's a few such lists in the file, so make sure to scroll all the way down and add them every time.
If that's too complicated for you I'll try to attach my altered xml file, it goes in mods/LT_ADogSaid/Defs/RecipeDefs
you have to restart the game after editing..it did work for me with a current save so no need to start a new colony!  :)

ps: obviously all credit for the .xml file goes to Latta..all I did was add a few lines, which I'm sure he will do himself as soon as he finds the time to do so.

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#162
Quote from: Bowen on May 21, 2016, 12:39:23 PM
So, I don't know if it's just me or maybe a mod conflict with the mod 'smart bears', but all I can do is euthanize my bears, be they grizzly or polar, even when I've got them obediently trained (with smart bears I have them trained to haul things).  Have bears been added to this mod?  The mod seems to work on my other animals (alpacas, boars, dromedaries, and muffalos) just fine.

as far as i know,the new animals are not yet included in this mod (polar, grizzly, cougar, cats) but you can edit them in manually, like I did.
#163
Quote from: DukeAl on May 04, 2016, 07:26:48 PM
You're right, changing the storage is the better way.
Now I found another little problem:
Your Pie is just too good. My colonists are so terrified by the tought of running out of pie that they don't leave home without at least 70 of them....
I have the same problem but with tofu! once I cought two colonists carrying around 98 and 147 tofu in their inventory...haven't noticed it with pie though
#164
Outdated / Re: [A13] Colony Manager V2
April 22, 2016, 09:06:15 PM
Quote from: Lumaan on April 22, 2016, 05:43:48 PM
Quote from: Qlmmb2086 on April 22, 2016, 04:46:15 PM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
If you use Fluffy's "Enhanced Tabs" you can change the master of your animals to non master, and then avoid them getting in to fight before they are ready.

as far as I know you can set master to "none" without enhanced tabs too
#165
Quote from: geekest_cat on April 19, 2016, 02:47:36 PM
Quote from: spoonshortage on April 18, 2016, 07:58:26 PM
Quote from: geekest_cat on April 18, 2016, 03:17:42 PM
Quote from: Skissor on April 13, 2016, 05:04:09 PM
By the way, I'm missing the overview for all the colonists. Meaning I'd like to see all the colonist relationships at once, just like when I'm looking at the faction relations.
I second that, although since there is a two-way relationship, maybe it'd be better with a couple of adjacent lines linking every pawn.
what exactly do you mean? I thought when you click in the middle of the colonist circle, it shows all the relationships? like in the factions view...is that not what you mean?

Mmm... where do I have to click? In the factions screen I can see the entire web of relationships, but not in the colonist tab. I have to click over each colonist individually to show that pawn's relationships, but when deselecting the pawn, the web disappears and no relationships are shown. I'm on Linux, by the way, don't know if it can be a related issue.

hmm maybe it is a linux problem i don't know...but in my game I just have to click right somewhere in the middle of the circle of colonists and then I get a web o relationships..I'll try to add a screenshot

edit: ok I just realized it only shows the relationships in the web like wife, mother, fiance etc not just "normal" when they don't have a specific social relationship with that colonist. like in my screenshot there is no line between Cansin and Albert for example, though they like eachother but they don't have a specified social relationship status maybe that's something that could be added.. :)

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