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Messages - oreganor

#76
"Inversion" problem report. Keeps happening (Pet menu state is "inverted" compared with Architect or Animal Tab... Animal Tab+Architect match the behaviour of Pets) on A14 with the "minimum" mod setup as follows (Top mod loaded 1st):

- Core (0.14.1249)
- CCL (0.14.3.1)
- CCL - Vanilla Tweaks (0.14.3.1)
- Petfollow (Built for 0.14.1249... The "A14" linked on OP)
- CCL - Mod Tweaks (0.14.3.1)

Tested on a completely clean reinstall with a "test colony" created using the Dev tools. No "selectiveness" detected... All animals involved (I used the same Biome and spawned the exact numbers of Labradors, Cougars, Bulls, Cows & Dromedaries) behaved properly as advertised by you once the training requirements were met.

Now I will try to incorporate mods on the above "test colony" until I manage to "trigger" the selectiveness and report back.
#77
QuoteYes the red X means not follow. But can you tell, which option in the animal tabs are reversed for you? i´ve just tested it and ALL options are same for me. Someone in steam mentioned it too, but i coulnt reproduce it.

Pet only following if the option have a green V in it in the animals tab. And also, could you try to make a new game (just for testing) with just petfollow, to be sure, no other mod breaks it for you cause thats my guess.

If so, please send me your modlist so i can reproduce it.
You will find a modlist file on windows in:
%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ModsConfig.xml

Thanks for the reply, Hatti... I will do the "mod hunt" myself and report back, a modder's time is a precious resource to "waste it" on particular cases affecting just a single person (Specially one that still plays A14). I will look for the offending scenario on both bugs; "the selectiveness" and the pet menu "inversion" on my A14 savegame just in case it helps you improve your A15 version.
#78
QuoteThere is a bit of a UI mismatch I think. In the animal tab you have X for "off" and V (check mark) for "on". But as far as I can tell, on the order buttons, the X means on/activated

Yeah most likely... Can happen very easily when you copy'n paste on XML files...

...I'm more concerned about the strange "selectiveness" on my animal roster when activating it on an ongoing savegame... I just want to be sure that this excelent MOD is as bugfree as possible when I start my A15 colony, hence why I report this... Just in case I stumbled onto an exotic combo of mods that breaks this one.

By chance... Are you using it on an ongoing game with the types of animals I got (Labradors & Cougars)? (I have also Bulls, Cows & Dromedarys but aren't trained on purpose to prevent the kind of massive Master & Trainee problems after raids this Mod will fix... They are just meat/milk sources, nothing else... Maybe this is what breaks things?)

EDIT: I did more tests and I can finetune the report. The one that seems "reversed" is the Pet Menu. Architect and Animal Tab works consistently with the animals' behaviour (Assuming, again, that the red cross means "NOT follow")... I still haven't figured why it allows me to use the commands on some of the Labradors and not on others with the same level of training (Nor why it ignores completely my Cougars that have full training, in their case with intermediate intelligence, just obbedience & release)
#79
Probably I mangled my A14 mod installation by adding mods on ongoing games but on my A14 colony (Still waiting for CCL to make the jump to A15) I recently added this mod (The A14 version, but on the brief test I made with A15 on my A14 game happened the same) and I got a weird behaviour:

- It doesn't integrate into AnimalTabs (I checked AnimalTabs github and the "compatibility change" on Fluffy's side has been rolled into A15 directly :(. When I did the A15 into A14 test happened the same) doesn't matter which order I load it.

- I only get the extra options on 5 of my 7 correctly trained Labradors (All of them have been fully trained BEFORE this mod was added to the savegame.... I fail to see any significative difference between them to justify this behaviour).

- On my 2 Cougars I don't get any extra options neither (As above fully trained BEFORE mod was added).

- When I issue the "not following on draft" command through Architect menu (As an area order by multiselecting my Labradors)... It behaves as "following on draft". Conversely "following on draft" behaves as "not following on draft" when issued through Architect instead through each pet menu (I assume red cross means "no" :)... That's why I think the right one is the pet menu).

When I check the Dev Log... I don't see any warning regarding this mod. I just want to know if some1 has this mod working with different trainable animals on their ongoing colonies before entering into "single mod" testing mode to see which one is conflicting with this...

...This is so good that whatever other mod that conflicts with it will be disabled ASAP on my future A15 run. This MOD is a must have... I have lost track of the countless times I was forced to disable masters on each raid and the painfull job to reassing the animals again after it.

EDIT: The "inversion" on the Architect menu affects all 3 states, not just "draft follow".
#80
Outdated / Re: [A13] [GUI] Enhanced Tabs
April 26, 2016, 07:30:58 PM
QuoteThere is no pregnancy icon at the moment ( it's a recent addition to vanilla as well I think? ), but there is a filter for pregnant animals - and I've just confirmed it still works.

Thanks for the reply, I will use the filter approach then.
#81
Thanks for the very nice mods. I think I have found a glitch with shields (Standard ones are the only one I have researched ATM):

- When powered and charging they require 1500W.

- When fully charged at 4k, power requirement goes down to 1000W.

- If you power them down (Directly on them, or by using a switch on the power line they are attached to) WHILE they are not full, as expected, they slowly discharge.

- Meanwhile, if you switch power off after they have charged to full, they do not drain any power at all and retain their full 4k charge (Again, doesn't matter if you switch them off directly or by disabling the power line they are attached to).

Intended? Or glitch?

EDIT: Probably related... One of my Standard Shields fully charged has just become damaged (due to the malfunction event) and it didn't loose its charge while it was damaged nor after been repaired.
#82
QuoteYes indeed it is working as intended. The reason the enemy switch is only flickable and not autoswitching is that it should effectively be a colonist that detects the raid and he/she will then switch it. So the switch is only a helper ;)

Ah k... It's a way to "rationalize it" without resorting to "IFF motion sensors" and exotic tech like that...

...So the "motion in room" in reality just simmulates RL... Some1 that enters a dark room, the 1st thing he/she does is looking for the switch...

...I get it, thanks for the replies.
#83
Outdated / Re: [A13] [GUI] Enhanced Tabs
April 26, 2016, 05:50:03 AM
I have a small glitch after activating this excellent mod (It should be integrated ASAP in vanilla, imho). In the animal tab I miss the pregnacy icon on the far right. It's a minor non-breaking glitch... But I have grown used to focus all my animal management on this single screen and I miss the pregnacy state when deciding which animals to trade/butcher. Is it hidden somewhere? As I activated this mod on an already existing colony (A13)... May be the cause? Or it's a genuine "glitch"?
#84
A great... Thanks for the reply. I will just relay on manual activation for those then as I was using those just for bringing shields up automatically, but as my roster is limited I can't afford to have non soldier pawns active when Raids are happening.
#85
Thanks for this immensely usefull mod. I don't know if I'm misreading its description or something is going wrong with my game. I will explain:

A13 here... I have a weird behaviour on the switches. When using enemy pressence ON, instead of automatically switching a "flick task" is queued, so a Pawn comes and have to click the switch itself. I also have some switches that autoswitch on timer (day/night) and also ones that work as advertised when pawns enter a room and automatically go on/off without Pawn intervention.

Is the "enemy ON" feature working as intended?

The mod was added on an already existing game, but the switches themselves were built after everything was researched.

EDIT: I have other mods active that shouldn't collide... But before going on a "witch hunt" to detect potential interactions I want to be sure I'm reading correctly how the "enemy on" feature is intended to work.