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Messages - crusader2010

#136
Hi. Is it possible to add a way of editing the food policies in game? I want to restrict some ingredients and such. It's really annoying when prisoners get fed with cheese when I want them to get simple meals :(
#137
Releases / Re: [B18] A RimWorld of Magic
January 20, 2018, 02:12:25 PM
Hi. Can someone tell me the best way to equip a mage? What I mean is, if the pawn also has a weapon and gets drafted, what is he going to use, spells or the weapon?

In other words, is it best to leave mages unarmed or... ?
#138
Hello,

I managed to clear up the errors from the G.R.Dinosauria Patch + Dinosauria.
The attached file should go into ...\[Rimworld B18]\Mods\[GeneticRimDinosauriaPatch]\Defs\ThingDefs_Races\  (replace the bracketed names with the appropriate folders from your installation).

Make a backup of the file first, but don't keep it in the same folder, then copy over the one attached (overwrite it). 

Let me know if there is any odd behavior or such.

Thanks

[attachment deleted by admin: too old]
#139
Outdated / Re: [A17] SeveralPuffins mods for A17
January 20, 2018, 04:34:16 AM
What would be a proper load order of Romance Diversified + Rumors&Deception with Psychology + EDB Prepare Carefully + Hospitality so that we have all the options (and no conflicts)?
#140
Very nice idea! :) I believe another restriction should be added too: do not allow higher research eras until all of the lower techs have been done. For example, electricity should be the first tech from industrial era - a prereq for everything industrial (or maybe steam power which should be more expensive and less efficient, then electricity). But this should appear in the research tree only after all "medieval" techs have been done. It really doesn't make sense otherwise. This is something scalable too, because mods that add research projects will appear properly (unlike now when you can research spacer projects from tribal era if there are no prereqs).

I remember there was a mod that did this somehow, but don't know the name. Hopelly someone will pick this cultural idea up as it sounds really nice!
#141
A tweaked spawn rate would've been better. Or a random replacement of boomrats/boomalopes with any other random animal, until their population drops to a certain amount. Is it possible even?
#142
Quote from: Harry_Dicks on January 14, 2018, 11:10:53 AM
I ended up having to disable the Genetic Rim Dinosauria patch. I went ahead and disabled Dinosauria too, but I was getting so many errors about that LeftClawAttackTool RightClawAttackTool or whatever the hell it was. Has anyone come up with a fix for it? Do the dinos not have this tool, or whatever "attached" to them in the version of Dinosauria the patch was based off of, maybe? I ask because I was looking at the "tools" that these darkspawn use to attack in the mod Darkest Night (uses Darkest Dungeon graphics for it's preview image) and it looks fucking AWESOME. However it is only for Project HardcoreSK as far as I can tell. If I could find a way to just I guess, put on regular arms onto these darkspawn, and give them a regular claw or scratch attack, I would be happy with that. But they are using some kind of Combat Extended tool for their attack. Oh well, it looks so awesome, that I'm sure I'll come back to it, once I've learned more about this stuff. Anyone interested in it should watch this video of the event, to see what happens to your base at night! https://www.youtube.com/watch?time_continue=83&v=PNpCpANeKrM

The body parts definitions for dinosaurs are different than the ones from the patch. Apparently there is a Steam version of Dinosauria and a non-steam one (from the forum thread) that are completely different. If someone uploads an archive with the Steam version, I'll compare everything and come up with a patch that works with Genetic Rim (and the patch itself).
#143
Quote from: BlackSmokeDMax on January 10, 2018, 11:01:46 AM
May cause a huge mess if you have a fire under a large outdoor roofed area!

So, you may need that changed to disabling firefighting for any area not under a roof, rather than just outside.

That works too. Or some configuration allowing different options (maybe someone wants to make it harder). We should be able to use the forced command to extinguish fires nonetheless (i.e. maybe firefighting should get an extremely low priority in the jobs list or something, or get suppressed unless forced).
#144
Quote from: SargBjornson on January 10, 2018, 10:52:44 AM
I think you should ask the creator of the mod for that (Spincrus), I wouldn't want to intrude on their wishes regarding distribution

Spincrus has been offline for some months. That's why we are trying to pick up where he left off (at least in terms of mod compatibility). We already corrected the errors from going from A17 to B18, while JinxVanAshke made a patch for A Dog Said.
#145
Quote from: SargBjornson on January 10, 2018, 02:28:48 AM
I used the Steam version, of course. Can't control any other sources.

Is there any way you could archive the mod from steam and post it somewhere? I want to compare the two and maybe make a dinosauria patch.
#146
Mods / [Mod request] Disable firefighting when raining
January 09, 2018, 01:58:43 PM
Hello,

Just as the title says, I'd love to have a mod that disables firefighting for every colonist each time it's raining outside. To make it a bit more advanced, a firefighting area could be configured, or to disable it only "outside" but not "indoors" etc.

Thanks :)
#147
Mods / Re: Mod Request Bulk Meals
January 09, 2018, 01:54:36 PM
I'm using http://www.moddb.com/mods/feed-the-colonists/downloads/feedthecolonists-a18  to which I added recipes for making 8 meals at a time (needing extra resources, time and cooking skill). Just copy-paste the defs and change the values if you want :)
#148
Releases / Re: [B18] sd Mods - mostly stuff
January 09, 2018, 01:35:31 PM
@sulusdacor: please update the description on Advanced Wind Turbines -  it says they give out a maximum of 4000 power but they actually go to 6000.

Thanks for the mods, they are a life saver! :)
#149
Hello,
There is a typo in your "Buildings_Power.xml" of the mod BigBatteries.
The research project required is called "Efficientbatterys" instead of "Efficientbatteries".

Thanks :)

PS: also, what is it required to get rid of the constant info message on the right of the screen, "need batteries"? I'm not going to build the vanilla ones. What do these new batteries need such that they are considered... batteries... by the game?
#150
Quote from: Harry_Dicks on January 09, 2018, 06:17:03 AM
Quote from: SpaceDorf on January 09, 2018, 05:14:03 AM
Does anybody has a link to Dinosauria which does not blow up with Genetic Rim or GiddyUp ?

Have you tried the one from http://lttlword.ru ? That's the one I have installed with Genetic Rim and Giddy-Up and I haven't had any errors yet, but I haven't gotten around to actually trying out the genetics or riding part.

I just compared the version from there with the one I posted on the Dinosauria thread. It will give you some errors because the respective files were not changed. Also, as I said on page 11 of this thread, Dinosauria needs a patch for Genetic Rim because there are some console errors present ("Could not resolve cross-reference: No Verse.BodyPartGroupDef named LeftLegClawAttackTool found to give to Verse.Tool left claw" - because the Defs from Dinosauria are different). I believe that GiddyUp will not fully work either, without a patch (haven't tested though).

@SargBjornson: can you please tell me what version of Dinosauria you used (and from where) when making the GeneticRim patch? The defs are different.

Thanks