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Messages - stigma

#121
Quote from: Zhentar on May 06, 2017, 10:19:49 PM
There's no need; it's already included in A17.

That is very cool to hear (congratulations!)

I think it would be a very good idea to put a big red notice about this in the first post of this thread though. It would save a lot of time and confusion for people.

-Stigma
#122
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 02, 2016, 11:41:01 AM
Bumping to keep the dream alive! The game needs this functionality.

-Stigma
#123
Skully, would it be hard to expand the recyclable items in reclaimfabric to include armor-stuff, like armor-vests, kevlar helmets and the like?

-Stigma
#124
Quote from: Gfurst on August 02, 2016, 10:58:34 AM
Skullywag, unfortunately, I may have some issues   :-X
I can't build anything on mud or water, even with the natural soil mod, correct me if I'm wrong, but I thought it was supposed that.
And so its confirmed that reclaim fabric still needs a fix? I really gotta do something about that shitton of tribal clothes laying around.

That's not really what the mod does - you can just make natural types of "floor" with the mod. You can't build in places where you otherwise couldn't.

That said - there is already something in the game that you can use for this - the moisture pump (requires research). It will slowly drain water from an area so you can build there later. Give that a try.

-Stigma
#125
Hmm, I don't think removing the master-follow completely is ideal.

I think the best solution is just to make it so that animals with masters still respect area restrictions (ie. they will follow their masters, but only as long as the master is in an allowed zone).

If I understand correctly this just disables following completely right? What happens if you release animals when this mod is enabled? Will they still attack - but just come running all the way from base? ..

-Stigma
#126
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
August 01, 2016, 09:40:31 PM
This seems like a much more natural way and engaging way of doing it compared to somehow staying at neolithic techlevel the whole game even when you are researching bionics and spaceships and stuff...

That said - this fix also sort of requires research-costs across the board doesn't it? otherwise, doesn't research of late-game tech just become far easier than intended?

And one more thing - how does this mod work together with other mods that add research options? Do they count in the calculation or does it only count vanilla research options?

-Stigma
#127
Your description really down-sells the quality that is on offer here.
What I appreciate the most is that these songs "maybe with the exception of "Rimworld" all merge really well into the original soundtrack.

-Stigma
#128
Outdated / Re: [A14] No Cleaning Please! 1.0.2
August 01, 2016, 04:50:44 PM
This is something I've been looking for quite a while. It was annoying that I couldn't have my farming fields homezoned (to prevent fires) without having my cleaners go out and try to ... clean the dirt ?? ...

It makes much more sense now to be able to set which areas to clean. Thanks!

I agree with the suggestion earlier that it would be even better if we had at least 2 priority levels though. A high priority one for keeping the most important rooms clean - but also a second one for tidying up less important hallways, stockpiles and the like.

-Stigma
#129
General Discussion / Re: Help with fires
August 01, 2016, 04:37:32 PM
I rarely have to much issue with fires - but there are many ways of beating really bad fire-situations, though most o them require some foresight.

-Unburnable walls (stone) certainly help
-Unburnable tiles to stop the spread of fire (short of that, just cutting the vegetation also chokes fire too, but remember that vegation will regrow)
It's not a bad idea to have a ring of fireproof tiles around the critical areas of your base just to prevent a wall of flame hitting you because something started burning far away and spread all the way to you.

The firepoppers kill fires dead - but they are more like last-ditch emergency defenses for very critical areas that you can just not afford to lose - like your main foodstores, also the tech required is somewhat mid-game. Usually not a high priority for me.
#130
General Discussion / Re: Again with the "night owl"
August 01, 2016, 01:48:30 PM
Yea, using restrict it is not hard to get nightowl to sleep during the day as they "should". They tend to be a bit of a pain in the ass though just because they are out of sync with everyone else (and pawns frequently rely on other pawns doing their jobs).

The key to nightowl management is to visualize what the best jobs for them are when they will be working solo for much of the day. Their optimal jobs may not be simply what skills they are best at like with most colonists...

-Stigma
#131
Quote from: Elysium on July 31, 2016, 10:13:16 PM
Quote from: daagar on July 31, 2016, 09:04:31 PM
He's basically saying he forgot to make a 14.0.5 version on github. To get the latest fixes, go to the github page and download everything as a .zip from the source page rather than from the Releases section.

I had a look and I'm fairly certain the latest commit is identical to 14.0.4 so I'm guessing the repo is outdated as well, that or I'm just running into compatibility issues. 14.0.4 is crashing for me.

On an unrelated note, I would just like to thank fluffy for his very useful mods.

Yes, unfortunately I can confirm that the latest master also crashes.
I also checked via a hashing tool that 14.0.4 is indeed 100% identical to the current master on github.

Can someone who uses the steam version check what Fluffy said about the steam version being up to date?

-Stigma
#132
Quote from: daagar on July 31, 2016, 09:04:31 PM
He's basically saying he forgot to make a 14.0.5 version on github. To get the latest fixes, go to the github page and download everything as a .zip from the source page rather than from the Releases section.

That is:
* Go here: https://github.com/FluffierThanThou/Fluffy_Tabs
* Click on 'Clone or download'
* Choose to download as a .zip file
* Extract the contents over the top of your existing Rimworld/Mods/Fluffy-tabs folder (or delete the existing and extract this one).

Gotcha! Thanks :)
-Stigma
#133
Quote from: Fluffy (l2032) on July 31, 2016, 05:51:51 PM
UGH! I forgot to update the forum release of the Work Tab. It's fixed in the steam version... I'm not currently near the code, so can't update it, but if you're familiar with github you should be able to grab the current state of the repository - that should be up to date, I've just forgotten to create a release.

Not sure I understand. There is a 14.0.5 version? Or the 14.0.4 linked here is mislabeled?

-Stigma
#134
Quote from: qurffe on July 31, 2016, 03:27:36 PM
i am personally using work tabs 1.0.2 since all the newer ones dont really work for me
1.0.3 doent eve nlet me get through map gen to picking colonists
1.0.4 throws error every time i try to randomize guy (have to close the error message and click again for every random i try)

Than I'm not the only one having problems...

For me on 14.0.4 I 100% crash when I try to change priorities in the worktab.

-Stigma
#135
Quote from: Fluffy (l2032) on July 31, 2016, 01:47:40 PM
@Stigma; good suggestions, I'll keep those in mind! I've also been planning for a while now to implement a way to change priorities for the entire workgiver, e.g. all priorities in cleaning, in the therapist mode. It's a bit fiddly though ;).

Thanks, did you catch my first post regarding critical crashes in 14.0.4 though? That's sort of the most pressing issue :)
I hope I'm not just doing something wrong - aside from one other guy who posted the modmenu error screenshot I don't see many others talking about crash issues, but I even tried a total reinstall of the game with clear settings to make sure the error wasn't on my end.

-Stigma