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Messages - ThiIsMe007

#106
Quote from: 1000101 on August 07, 2016, 04:14:52 AM
Can we get a "lite" version of this mod where you don't touch vanilla assets or add the "vancidium?"  I've used this mod in the past long before you started touching core items and added the new resource but I don't have time to maintain my own copy of this mod where I've stripped that stuff out.

Really, I don't know why any of that's in there to begin with.   :o

Does this mean that EPOE should be loaded early/higher in the mod order list ? Does it matter with the latest version of EPOE (v1.72) I am using ?

Here is my mod list and load order for reference :

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1249</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBPrepareCarefully</li>
    <li>ESM - CustomPopulation</li>
    <li>RW_Manager-0.14.0.2</li>
    <li>StorageSearch-0.14.0</li>
    <li>kNumbers-0.5.1-A14</li>
    <li>RW_EnhancedTabs-0.14.0.0</li>
    <li>RW_MedicalInfo-0.14.0.0</li>
    <li>RW_FluffyRelations-0.14.0.0</li>
    <li>Fluffy_Tabs-0.14.0.2</li>
    <li>LT_NoCleaningPlease</li>
    <li>xeva_hair</li>
    <li>Apparello</li>
    <li>NaturalFloors-NaturalFloors1.3</li>
    <li>Clutter Furniture</li>
    <li>Clutter Structure</li>
    <li>Clutter Misc Hands</li>
    <li>Rimfire 2.1</li>
    <li>Rimfire 2.1 + Clutter Misc Hands</li>
    <li>RedistHeat</li>
    <li>RoofBomb-RoofBomb1.4</li>
    <li>More Vanilla Turrets</li>
    <li>Embrasures-Embrasures1.5</li>
    <li>ExtendedFabrics-ExtendedFabrics1.3</li>
    <li>ReclaimFabric-ReclaimFabric1.5</li>
    <li>ArmourRepair-ArmourRepair-1.0</li>
    <li>TargetPractise</li>
    <li>Medical Training</li>
    <li>LT_DoorMat</li>
    <li>LT_Gardening</li>
    <li>AdditionalLighting-AdditionalLighting1.7</li>
    <li>FluffierThanThou-Fluffy_Breakdowns-39f6364</li>
    <li>ADogSaid</li>
    <li>DESurgeries-master</li>
    <li>DermalRegenerator-DermalRegenerator1.6</li>
    <li>ExpandedProsthetics&amp;OrganEngineering_v172</li>
    <li>EPOE-ADogSaid</li>
    <li>RTFTJ</li>
    <li>Infused</li>
    <li>Grenade Fix</li>
    <li>RW_Outfitter</li>
    <li>RW_Outfitter_Infused</li>
    <li>Hospitality</li>
    <li>Miniaturisation</li>
    <li>ESM - DoNotDisturb</li>
    <li>ESM - MountainTemp</li>
    <li>LessIncidentTrolling</li>
    <li>MadSkills-A14-1.1.6-T</li>
  </activeMods>
</ModsConfigData>
#107
Outdated / Re: [A14] Community Core Library v0.14.2
August 12, 2016, 06:00:37 PM
Hello,

I would like to have a confirmation that the game with the latest version of the CCL can be played without activating the minimap. For personal reasons, I would like to avoid using it (I consider it a cheat).

What bothers is me is that if I do so (and don't activate it in the "mod options"), I get worrying messages (repeated many times) in my output_log.txt file :

Community Core Library :: (Error) :: Mod Configuration Menu :: System.NullReferenceException: Object reference not set to an instance of an object
  at Fluffy_Tabs.MapComponent_Priorities.get_Instance () [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.ModConfigurationMenu_Work.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Window_ModConfigurationMenu.DrawDisplayArea (Rect rect) [0x00000] in <filename unknown>:0


GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 422)


If I do activate the mini-map, these messages no longer appear.

Here is my mod list :

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1249</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBPrepareCarefully</li>
    <li>ESM - CustomPopulation</li>
    <li>RW_Manager-0.14.0.2</li>
    <li>StorageSearch-0.14.0</li>
    <li>kNumbers-0.5.1-A14</li>
    <li>RW_EnhancedTabs-0.14.0.0</li>
    <li>RW_MedicalInfo-0.14.0.0</li>
    <li>RW_FluffyRelations-0.14.0.0</li>
    <li>Fluffy_Tabs-0.14.0.2</li>
    <li>LT_NoCleaningPlease</li>
    <li>xeva_hair</li>
    <li>Apparello</li>
    <li>NaturalFloors-NaturalFloors1.3</li>
    <li>Clutter Furniture</li>
    <li>Clutter Structure</li>
    <li>Clutter Misc Hands</li>
    <li>Rimfire 2.1</li>
    <li>Rimfire 2.1 + Clutter Misc Hands</li>
    <li>RedistHeat</li>
    <li>RoofBomb-RoofBomb1.4</li>
    <li>More Vanilla Turrets</li>
    <li>Embrasures-Embrasures1.5</li>
    <li>ExtendedFabrics-ExtendedFabrics1.3</li>
    <li>ReclaimFabric-ReclaimFabric1.5</li>
    <li>ArmourRepair-ArmourRepair-1.0</li>
    <li>TargetPractise</li>
    <li>Medical Training</li>
    <li>LT_DoorMat</li>
    <li>LT_Gardening</li>
    <li>AdditionalLighting-AdditionalLighting1.7</li>
    <li>FluffierThanThou-Fluffy_Breakdowns-39f6364</li>
    <li>ADogSaid</li>
    <li>DESurgeries-master</li>
    <li>DermalRegenerator-DermalRegenerator1.6</li>
    <li>ExpandedProsthetics&amp;OrganEngineering_v172</li>
    <li>EPOE-ADogSaid</li>
    <li>RTFTJ</li>
    <li>Infused</li>
    <li>Grenade Fix</li>
    <li>RW_Outfitter</li>
    <li>RW_Outfitter_Infused</li>
    <li>Hospitality</li>
    <li>Miniaturisation</li>
    <li>ESM - DoNotDisturb</li>
    <li>ESM - MountainTemp</li>
    <li>LessIncidentTrolling</li>
    <li>MadSkills-A14-1.1.6-T</li>
  </activeMods>
</ModsConfigData>


Community Core Library :: Library Core :: Validations :: Validated
ModHelperDef :: Community Core Library :: Passed validation, requesting v0.14.2
ModHelperDef :: Community Core Library - Vanilla Tweaks :: Passed validation, requesting v0.14.2
ModHelperDef :: ESM - Custom Population :: Passed validation, requesting v0.14.0
ModHelperDef :: Storage Search :: Passed validation, requesting v0.14.0
ModHelperDef :: Fluffy Relations :: Passed validation, requesting v0.14.0
ModHelperDef :: Work Tab :: Passed validation, requesting v0.14.0
ModHelperDef :: LT-No Cleaning Please! :: Passed validation, requesting v0.14.0
ModHelperDef :: Clutter Furniture Module :: Passed validation, requesting v0.14.0
ModHelperDef :: Clutter Misc Module - Hands :: Passed validation, requesting v0.14.0
ModHelperDef :: Rimfire 2.1 :: Passed validation, requesting v0.14.1
ModHelperDef :: Rimfire 2.1 + Clutter Misc Hands :: Passed validation, requesting v0.14.1
ModHelperDef :: RedistHeat :: Passed validation, requesting v0.14.0
ModHelperDef :: ReclaimFabric :: Passed validation, requesting v0.14.0
ModHelperDef :: Fluffy Breakdowns :: Passed validation, requesting v0.14.2
ModHelperDef :: Infused :: Passed validation, requesting v0.14.1
ModHelperDef :: Outfitter :: Passed validation, requesting v0.14.0
ModHelperDef :: Hospitality :: Passed validation, requesting v0.14.0
ModHelperDef :: Miniaturisation :: Passed validation, requesting v0.14.0
ModHelperDef :: ESM - Do Not Disturb :: Passed validation, requesting v0.14.0
ModHelperDef :: ESM - Mountain Temp :: Passed validation, requesting v0.14.0


Thank you for any insight and the outstanding work on the CCL.
#108
The future of DRMs is the past = no DRM at all.

Nowadays, I avoid buying games on Steam, at least the ones that I know that I'm going to mod with, to avoid such issues.

There used to be a time where I disabled auto-update on all my games, and for some reason they would still update sooner or later. Here are two fairly recent examples of users who seem to have the same issue (neither of which are me by the way).

Since Steam didn't care about my repeated questions and requests, I am not going to worry about Steam anymore either each time I can.

You can buy the game without any DRM from Ludeon's site directly. For other games (and maybe one day Rimworld too), there's also the GOG option. Otherwise, like others here before advised you, you probably should disable updates on your Steam game : it may... or may not work as you want it to.
#109
Quote from: SpaceDorf on August 12, 2016, 02:00:35 PMFair game for everybody, just watch how fast the rats stream out of the burning mountain home :)

Siege raiders never manage to destroy anything (significant) in my games.

Maybe at the very beginning, if a siege happens before any raid.

When the game is advanced enough though (after a handful of raids), my colonists simply deny them the possibility to deploy their mortar + sandbag fortifications 90% of the time.

How exactly will "adding more of the same" change anything ?
#110
I think that multiple world maps could be a good solution to the issue.

People turtle in because... it works.

I don't expect a simple AI like Rimworld's to be able to squeeze a player out of a well-defended mountain, except by enforcing stuff (cheating), which isn't fun to play through after a while for most of us.

There should be a motivation for players to leave their hideout, and expose themselves : less resources around the crash site, need to find water with the colony growing or raiders poisoning, need to rotate crops, etc.

This in turn could lead to more interesting gameplay : ambushes, territorial wars, moving the whole colony to safer spots and therefore need to tame pack animals, organizing long-distance trecks to arctic or toxic areas containing artifacts or ultra-rare resources needed for the spaceship, discovering ruins or "dungeons", assaulting enemy lookout camps to reduce raid frequency, etc., etc.

Less of the lame events generated by pure randomness, more of the interesting and challenging events generated by the strategic needs to survive!
#111
General Discussion / Re: The artstyle is atrocious
August 12, 2016, 09:46:34 AM
I understand the art might not be everyone's cup of tea, and respect that opinion, but in a sim game, it just doesn't matter as much as the other features that make it an *interesting* sim game (fulfilling & rewarding gameplay).

More complex graphics also mean animations sooner or later, and that is a *huge* investiment time-wise.

More of this means less of that, everyone has to be aware of that too.

I am 100% behind Tynan's decision on that one, and I hope we'll get more gameplay in the future instead of graphics.
#112
Quote from: Taint on August 11, 2016, 04:13:42 PMcool hair

I agree about the hair. I am currently using Xeva's hair, and I barely get to appreciate the mod but on the chargen.

By extension, I wouldn't mind colonists using several outfits either. One outfit for the harvesting in the fields or the crazy researching at the lab, and a second one for the battlefield.

Colonists can change outfit (and whatever they're using with their hands, like tools or weapons) at the base (in their rooms, at a drawer, or whatever).
#113
Would you visit the area around Chernobyl or Fukujima as a merchant, just so you can make a couple of "silver" ? Probably not (unless you know it's going to be really extra-profitable), so why should the AI ?

I think that comes with the (self-inflicted) challenge of a perma-toxic fallout situation.

Might be just me, but changing that would be a bit like playing a scenario on an ice sheet, with all your colonists starting decked out in muffalo/alpaga gear.
#114
Burglars seem to be a good idea, but nothing like the burglars as they were done in "The Sims" please.

If one of my colonists manages to spot a burglar, I will sick all my colonists and pets on the guy. I expect there to be a reasonable chance to catch and probably kill the guy, since we're talking about "survival" situations here (the strongest makes the law).

I expect the burglar to spend time picking locks, and have a decent chance at failing altogether, making noise or being visually detected by my patrolling colonists (that could be a new job for wardens by the way).

I think there are better ways to make the game more interesting than a "cheating" AI (a human raider that can pick doors that no one else can, run away faster than any of my elite "ninja" colonists, etc.).
#115
I agree, and I am not sure if I am being adressed, but it seems to me (I could be wrong) that once past the population cap :

1/ it's significantly harder to down hostile pawns, and not outright kill them
2/ it's significantly harder (and probably impossible) to recruit hostile pawns, should you manage to down and capture them

Hence the usefulness of the mod.
#116
Outdated / Re: [A14/A13] Aristocat's mods
August 11, 2016, 09:07:03 AM
Quote from: Aristocat on August 09, 2016, 01:06:22 PMI think it's compatible, but DESurgeries mod already removes scars so it isn't really necessary.

Thank you for your reply, and I didn't know that, doh. One less mod to worry about is always good though.
#117
The bins are awesome!

So much greatness in such a tiny bundle of screws and wires.
#118
I would recommend you to try this mod.

Each story-teller enforces a limit on the population of colonists. Thus, even with your best recruiter, and the stats telling you otherwise, you might have no chance at all to recruit more people to your colony, if you've reached what the story-teller considers as upper bound to your party.

The mod can change that.
#119
General Discussion / Re: The artstyle is atrocious
August 11, 2016, 08:52:47 AM
Quote from: PotatoeTater on August 10, 2016, 10:44:41 PM
I personally love the pawns and overall artstyle. That was a big draw to the game for me.

Ditto here.

As a big fan of "Prison Architect", everything graphical felt just right to me.

That, the VERY slick GUI (I just can't into DF for that only reason, sorry) and the fact that I could start playing the game WITHOUT the need to check a wiki prior, were the deciding selling points to me.

After my purchase, I've grown less fan of the random events that even on not-Randy stories cannot be countered by clever user input (like "blight" or "malaria" while the colony is still growing), but all in all I wouldn't want the existing game features to change too much, and rather see more nice features added in the future. Some balancing is okay and welcome.
#120
I've seen hostile raiders on vanilla attempting to steal some of my colonists' stuff after their initial attack was repelled (I got a message saying so) and some of my loot was still close by. Since my colonists went berserk on the raiding thief-wannabee, raiders finally chose to flee altogether.

The only other times I've witnessed the AI "stealing" was when my colonists had peaceful guests that arrived without any kind of sustenance, in which case they "borrowed" some of my colonists' meals. Since I used several mods at the time, and "Hospitality" in particular, I can't vouch for this also happening on vanilla.

All in all, I am pretty happy with how things currently are. It wouldn't bother me if it happened more frequently, since, like others, my stuff is quickly stashed deeper within fortifications for it to really matter I think.

If there is ONE thing I heartedly despise, it's boomalopes feeding on my strawberry fields. That's usually the time I draft the whole of my colonists for them to start a frantic rain dance.