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Messages - RagingLoony

#16
Quote from: Haplo on May 23, 2016, 12:23:53 AM
I'm also not sure how enviro seeds work, so I can't really help you there, but.. Do you have the unmodified gardening bot? The unmodified bot can NOT plant. He can only cut trees and bushes and the like. For everything else you need to change the xml according to the description I gave in the older posts:

Quote from: Haplo on May 19, 2016, 07:37:42 AM
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Quote from: Mindtwister76 on May 19, 2016, 12:27:09 AM
Hi I am having trouble figuring out how to work the worktags for the custom robot mod (Miscellaneous_RobotExtention) So what I need help with is what or where I can find the worktags. Here is what I am trying to figure out "Please refer to the WorkTags in the Assembly." and I dont know were "Assembly" is please help I have been trying to figure this out for about an hour now. Also sorry if I repeated myself alot.   :(
Hmm I really should add a link to the first page. This I've already answered a while back. I'll look for the message and add the link..

Edit here they are:
https://ludeon.com/forums/index.php?topic=3612.msg209787#msg209787
https://ludeon.com/forums/index.php?topic=3612.msg210207#msg210207


Thanks for the reply, I was able to get it working. as it turns out it doesnt take anything special to get them to plant with seeds, just giving them the default grower worktype works just fine. had a bit of trouble with having to create a new basestation for the new robot (cutter bot and now gardener boot) but I've got it working now, thanks for the help :)
#17
Also what do we do if we use veg garden and the veg seeds addon? will then using t-crops and the t-addon mess things up?
#18
I'd just like to note I think the seed prices on traders are way too high. 65 per potatoe seed? geez! lol
#19
Quote from: nobrainer on May 23, 2016, 05:38:57 AM
Hi there!
I've been using this mod for a few days already. It's very good.

I have a question though. I'm also using Combat Realism that supposedly disables those small trading visitors that sometimes appear because they end up dropping a bunch of stuff on the ground as soon as they appear due to CR's weight & bulk system.

It does enable them. BUT the author of Hospitality released an update yesterday which has a patch the for the issue of small traders dropping everything when the Cr mod is being used. it basically makes all the little traders spawn with backpacks and gives their weight sanity checks so they dont go over

Does your mod "re-enable" these small scale traders?
I'm asking because those traders keep appearing on my game even though CR's forum page states that they were disabled.
I'm currently loading your mod after CR and the More Factions mod after yours. That's why I'm guessing that these traders are being "re-enabled" by either Scheduled Caravans or More Factions.
#20
Quote from: Orion on May 23, 2016, 10:01:09 AM
That could be. I'm still tweaking it, so if you generally feel it's too hard I'll take that into account.

I dont think it's too hard, but I only had a couple people visit, game was playinmg hardball and isnt giving me any traders atm, which sucks as im running out of seeds to plant shit lmao. Will play some more and let you know if I feel there are any unbalanced aspects. ofcourse it'd just be this one mans opinion :P
#21
Played for roughly 6 hours last night and didn't run into any problems on that save that was a few years in, everything worked like a charm, fantastic work Fluffy :D
#22
played for roughly 6 hours and had no problems. people seem to be alot harder to please in this release or i might have just encountered a few difficult pawns lol
#23
How would I go about making the gardening robot compatible with the Enviroseeds mod? The gardening bots wont plant seeds :( I understand xml editing and everything, I'm just not sure what to add to the gardenbot Defs
#24
Quote from: eatKenny on May 22, 2016, 03:53:24 PM

made a new more vanilla style texuture for the dermalregenarator.  ;D

That looks really cool man!
#25
Amazing! will test this out now, have a colony thats a few years in, will report any tomfoolery.
#26
dunno if you're aware but you left the <orbital>true</orbital> out of the traderkinds def file for the amu_trader. is that intentional? i stumbled upon it while trying to make a few mod added items spawn in appropriate traders lol
#27
any news on the CR - dermalRegenerator compatibility? I can send you my save if it helps?

EDIT: maybe not CR but expanded surgery/organs? i dunno, something that changes the scars and stuff, and they're the only two i can think of in my mod order that really does anything related to health. well except medinfo but that doesnt directly edit any ingame ailments or anything
#28
well, no kidding... I have a save thats a couple years in, ill make a back up and throw it onto that and see how it goes.
#29
Quote from: Fluffy (l2032) on May 22, 2016, 12:24:53 PM
New mod; Fluffy breakdowns.

Replaces RimWorld's random breakdowns with an actual game mechanic;

All buildings that can break down now require maintenance. If properly maintained, the building will never break down. If not maintained, the chances of breakdown will gradually increase, and a quick breakdown is almost certain when no maintenance is done for prolonged periods of time.

Feedback on how this affects difficulty is more than welcome. Variables I'm particularly interested in are;

speed of maintenance decay.
speed of maintaining job
chances of breakdowns happening (and should breakdowns still have a tiny chance to happen even if properly maintained?)

Future additions will - maybe - include additional checks and bounds on maintenance; e.g. powered off buildings won't degrade, etc.

See front page for download link

so it would probably be a wet dream to think this is save game compatible right? :(
#30
Outdated / Re: [A13][Storyteller] ZeRoW (1.0)
May 22, 2016, 12:53:46 PM
Quote from: AlwaysBugged on May 22, 2016, 09:21:53 AM
Quote from: RagingLoony on May 22, 2016, 08:52:15 AM
So just out of curiosity whats the vanilla cap to the amount of colonists you can have? kinda new and havent had anyone join after about 8 lol

Depends on the story teller.

Cassandra's desired population is between 4 and 13. At 18 she considers the population critical.

Phoebe's exactly the same.

I don't remember Randy's and can't look him up since i modded him to have higher caps.

There is no concrete real cap: as long as you can survive ever bigger threats you could easily work your way up to 1000 colonists (altho your PC would probably shoot itself at the prospect).

thanks for the info :) now, noob question and asking because I'm at work and using my phone right now, but is/where are the tools we'd need to unpack/modify game files? i kinda wanna mod cassandra a little bit. still pretty new to the game but wanna make a few touches to the pop count and slightly increase her raids