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Messages - crusader2010

#106
Quote from: XeoNovaDan on October 07, 2018, 04:46:31 AM
Yep, if you can do exactly that, that'd be great! It'd be a nice one to be able to hunt down and bash :)

Here are the saved games: SAVED GAMES
Here is the list of mods (except CORE) if you want to try more stuff with my customized version of Rimworld: My mods

Notes:
- The archives are done with WinRar and RAR5 format. You might need that to open them.
- The autocannon that didn't get upgraded was the one on the right (from the more recent saved game), yet, for whatever reason, when loading that game it appears as being upgraded already. I went back to the oldest save I had, in the hopes of seeing the bug occur - see the second saved game in the archive.
- The mannable turret should be upgradable but nothing happens. Right clicking also doesn't show up the option.
- The unupgraded autocannon is missing one advanced component. I remember that I bought some from traders, yet no pawn could actually go to upgrade the turret.
- If you spawn advanced components via the developers' menu, you can suddenly upgrade both the autocannon and the mannable turret (right clicking also shows up what it should).

PS: if you plan on using all the mods, choose "load anyway" on the saved games since I added 3 of them while still playing (that don't impact anything related to turrets).

Edit: wrong links - fixed :)
#107
When i get home i could provide a saved game if it's of any use (and mod config). Let me know how i can help track this down.
#108
Quote from: XeoNovaDan on October 07, 2018, 03:53:40 AM
@crusader2010 - I assume this is relating to doing something such as somehow acquiring a turret from a world event? Because IIRC the research requirements for upgrading are the same as the requirements to even build. Either way, I will look into it and should be fixed for the 1.0 release if I can reproduce this.

Actually no. I could build for example the automated gun (can't remember the name but it looks like a small battleship cannon, that cannot be uninstalled). I could build it, the materials for the upgrade were there, but pawns didn't do anything with them. At first I didn't realize it was about the research so I built a new one - which got upgraded! (Probably researched something in the mean time). My old one still doesn't get upgraded. Same happened with a sniper turret. I built it but couldn't upgrade it before installing it somewhere else (this one i looked and it requires 2 researches that i had done). I'm using lots of mods but none that alter research.
#109
@XeoNovaDan

Hello,

I think there is a small bug in TE Turret Expansion.

Given:
- not having researched the techs needed to be able to upgrade a turret
- finish building a turret and clicking on the button to upgrade it
- finish researching the techs needed to be able to do the upgrade

Expected result:
- when the research is done, a pawn should work on the turret to upgrade it (suppose the required materials are already there)

Actual result:
- the turret doesn't get upgraded but just sits there with the green "+" on its icon

Workaround:
- reinstall the turret to any other spot, wait for it to get worked on, then move it back

Thanks!
#110
Mods / [Mod request] Forced activity when idle
October 06, 2018, 12:14:39 PM
Hello,

I would like a mod that automatically forces pawns that are idle to do certain activities, like:

[X] Make use of joy objects 
       [ ] Include those that can give addictiveness of at most { (1%) [===||=================] (100%) Value [11%] }
[X] Eat food if fullness is less than { (1%) [===========||=========] (100%) Value [50%] }
[X] Train pets and wild animals (if able)
       [ ] Include wild animals that can attack on failed attempts
[X] Go to sleep if rest is below { (1%) [=========||===========] (100%) Value [50%] }
[X] Prioritize the above options such that the one with the lowest value gets done  [X] First [ ] Last

Bonus:
[X] Make pawns eat before they go to sleep if fullness is below { (1%) [=========||===========] (100%) Value [50%] }

Thanks!
#111
Mods / [Mod request] I'm not a stupid fireman
October 06, 2018, 09:27:01 AM
Hello,

I would like a mod that prevents colonists from fighting outdoor fires when it rains.
There could be two adjustable sliders:
1. The amount of time to suppress fire fighting after it starts to rain (i.e. If the fire is still not put out, they will go do it).
2. The amount of time after which the mod takes effect after any kind of thunderstorm starts.

Thanks!
#112
@UnlimitedHugs

I would like to make two suggestions about things that are currently annoying for me:

1. When selecting a colonist corps, the "Haul urgently" keyboard shortcut is the same as the one to "Strip" the corpse. Not sure why, but this makes the corpses unable to be hauled urgently, unless stripped first (and even after stripping, the corpse appears haulable but nothing happens unless I cancel every job from it, then use the menu to haul it urgently). Not sure if the key shortcut is the reason for the conflict but it's a start.

Also, would love an option to actually change this key to something else (or simply change it from "O") :)

2. I'm unable to always "mine connected ores" from the menu. I have to click a resource tile on the map, then right click the mine button and choose the option. Is there any way to make it the default choice?

In my current game it also happened that one tile of uranium didn't get selected by the "mine connected ores" tool. The pattern in which the cluster was mined by a pawn was like this ( 1 -> 5), with number 5 not being selected by the tool:

[5] [3] [1]
[  ] [4] [2]

Thank you for a great mod!
#113
So what happens to the raider pods exactly? They just don't drop over your colony?
#114
Just a quick question to make sure:  what will happen when a group of raiders wants to land on top of a shielded colony? Will they die before they land (will there be corpses?) ?  Will change the drop spot to an unshielded area? Etc

Thanks :)
#115
Unfinished / Re: [WIP] [B19] Alpha Animals
October 03, 2018, 03:20:06 PM
Is there any download link available? I'd love to play the mod with the current creatures :)
#116
Mods / [MOD REQUEST] Door logic and locks
October 03, 2018, 03:07:40 PM
Hello,

I'm looking for a mod that could do all of the following:
1. Allow custom locks for each door (possibly from other mods too) such that we can restrict it to
-- visitors
-- one or more colonists
-- pets (even pet mechanoids)
-- traders
-- any combination from the above (including all and none)

2. Allow setting up rules based on the pawn/pets's current job/activity. For example: pawns can open a door they are not allowed to, but only for cleaning or when hauling something from that room. Another example: a pet can enter a room but only when wanting to eat something (provided it's in the pet's allowed area also). They should also be forced to exit the room when not doing that activity anymore, regardless of the locking rules on the doors. Drafting a pawn will keep him in place, but undrafting will always force the pawn to exit the room and only then do something else.

3. Provide an option to prevent Pawns/pets/visitors/traders from getting stuck behind disallowed doors, i.e.
"
[X] Pawns can leave rooms through restricted doors (but not enter them);
         Only when [X] Drafted; [X] Undrafted;
[ ] Pets can leave rooms through restricted doors (but not enter them);
[ ] Visitors can leave rooms through restricted doors (but not enter them);
[X] Traders can leave rooms through restricted doors (but not enter them);
".

4. Timed logic for locking and/or opening doors. For example, to be able to have one door that locks up every 10 seconds or 50 days and allows only a certain pawn to open it after that point. If the pawn is dead or simply doesn't exist anymore, only the locking part should happen. Should have rules for the 4 possible "pawn" types from point 3 above.

5. Opening and locking "gate" logic for doors that are powered. For example, to be able to create an "AND" gate for two doors that, when open, will lock another door but only for certain pawns. Should have rules for the 4 possible "pawn" types from point 3 above.

I know there was a mod (I think "Lockable doors") but it was not updated to B19 nor 1.0. Also, what I'm asking for is more complex overall.

Thanks!
#117
Quote from: twoski on October 02, 2018, 04:56:50 PM
Oh i see the issue now - you were using the bitbucket download, and i forgot to upload the DLL there. redownload it and it should be fine

Thank you, that was it! :)
#118
Quote from: twoski on October 02, 2018, 01:18:39 PM
Did you use that mod in a new game or add it to an existing game? I haven't received that error before.

It was a new game. Freshly installed B19. I do have lots of other mods, though I doubt they could override your advanced cooler (not using any that add similar stuff).
#119
Wrong how, Canute? Seriously? Do you even think before you write?
In the first post there is a link to all of the mods made by twoski. I went there and downloaded the Advanced Cooler mod and installed it in my game.

Why should it be steam only? And even if it theoretically is, there's also a website from which you can download files from the Workshop without having to buy the game on Steam. Also, it's just a simple .zip file - so should I refrain myself from using the mod if it were Steam-only (which it isn't)?

I haven't found a post about the Advanced Cooler mod so I wrote here the error that I was getting (which is probably just the building base class def missing from the xml, but I'm not sure about the details), since it's the most recent thread I could find where the author is active.

Sorry for the offtopic. Not gonna derail this further.
#120
Hello. Getting an  error from the Advanced Cooler mod:

Could not find a type named Building_AdvCooler
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Any quick way to fix it?