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Messages - Elysium

#61
Quote from: Willowisp on August 08, 2016, 06:12:55 PM
Bump, I want this in my game right now.

Here you go.  I decided to look into how this mod works and how simple it would be to update and it turns out it is rather simple.  I've never updated or released a mod myself, but this is basically just an xml edit so it will be safe to use.  I omitted the assembly and the map conditions because I have no idea what is in the dll and I'm not about to release something that might corrupt someones save file.  I'm assuming its a simple event handler to make the eclipse work properly because I don't know what else it could be doing.  Speaking of which, it might not get really dark if an eclipse happens, I have not tested that and I have no idea how to force one.

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#62
Yeah sorry I guess I wasn't clear.  It was being caused by old tofu in their inventories, I made them drop it all and deleted it.  Everything is fine now, thanks.
#63
Quote from: dismar on August 08, 2016, 05:20:08 PM
soo are you using an older save ? And did your older save have tofu OR polenta any where in the game?

It is an older save but I already deleted my existing tofu, there has been new tofu created however. No polenta at all.  I'm not sure that has anything to do with it but I could be wrong.  Now I'm getting a new food related error related to WorkGiver DoctorFeed.  The curious thing is this only seems to be happening to 5 specific pawns, the rest seem fine.  I'm so confused.

Edit: Okay the fact that it was only happening to specific pawns made me clue into the fact that there has to be something unique about them, and sure enough they were carrying the old tofu type in their inventories.  Sorry about that, completely forgot to check inventories. :/
#64
Quote from: Fluffy (l2032) on August 08, 2016, 05:02:34 PM
@Grogfeld, might be an issue with me miscalculating the number or required rows on edge cases. I have to implement my own scrollbar and all. I'll have a better look soon(tm).

Just to clarify, I don't think it is a case of there being too many jobs being displayed or the scroll bar not functioning properly, as all of my jobs in therapist mode seem to appear just fine.  It is only the manager job that refuses to be displayed for whatever reason.  You might want to look into if it has something to do with either the fact that it is displayed on the simple mode ( where as other mod jobs do not seem to appear here ) or that it comes after research, and maybe therapist mode is not expecting jobs to appear after research.
#65
So, I've updated to 4.0c and everything was going fine until my pawns started to get hungry, and then the game started throwing errors at me.  The pawns are trying to eat but they are unable to, so they just stand around and do nothing instead.

I'll see if I can debug this a little more, but I'm probably going to need to revert back to the older version if I can't figure this out soon.

Edit: I can force my pawns to eat with the context menu and they do so just fine and then they continue on with their business as usual.  I don't understand why the work giver is unable to let them eat on their own.
#66
Outdated / Re: [A14] Muzzy-Utils
August 08, 2016, 04:55:46 PM
Oh, that makes sense.

As for the storyteller stuff, I've not learned enough about the mechanics to that extent yet, but eventually that type of information would be pretty useful for me.  I think it may be a bit of the spoiler side for newer players but more advanced players probably know that they aren't going to be raided for a bit if they had just been raided, so that could be useful to them.

I don't know how much work is involved in implementing mod options, but you could add a toggle state for it if you didn't want to see it all the time.
#67
Oh nice an update.  When was tofu ever not a food...?  It is good to see permafrost is gone and hemp cloth sounds intriguing, as does cannabis.  I made some personal changes to this mod myself.  I multiplied the work for working soils by 10 (from the previous version) reduced the fertility of garden soil to 1.2.  I also made tofu only a meat as it felt a bit weird making meals entirely out of tofu, and the time processing the tofu felt wasted when I could of just used a raw vegetable instead.  Ticking tofu in either the meat or vegetable filter category toggles it for both so this was the only way I could think of fixing this.  The soil work load is mostly experimental, but it feels about right so far.  I think the fertility being at 1.2 is just about right but again, personal preferences.
#68
Outdated / Re: [A14] Muzzy-Utils
August 08, 2016, 12:59:55 PM
The mood display is pretty useful, thanks!  Not exactly sure what the fresh filter does exactly but maybe I'm just missing something.
#69
Did you post this in the modding section? I only happened to stumble across this from browsing the workshop and it is quite the hidden gem, nice work.
#70
Quote from: Drusek on August 07, 2016, 04:31:14 PM
Quote
Quote from: Drusek on August 07, 2016, 11:55:07 AM
There is ExtendedSurgery from Skullywag - you can remove some body parts using that. One of them are pelvis and spine - removing on of those also keeps your prisoners in bed ;)
Can i ask you if you use DESurgeries AND ExtendedSurgery without bugs/errors/duplicates ? you know just searching for bugs BEFORE they bother y'all :p
Yes I was using both and didn't notice any problems/weird stuff/etc.

Last time I used DESurgeries and ExtendedSurgery I noticed I could no longer remove spines, I immagine if the load order was reversed you couldn't cure or repair backs either.
#71
Releases / Re: [A14] Mending
August 06, 2016, 11:45:41 PM
Quote from: notfood on August 06, 2016, 11:39:35 PM
Yeah. No changes.

Okay great, thanks for making it easy to modify.  I tend to change things around myself ( or try to ) if I feel like something is off.  The way apparel decays irks me a little and this mod makes a little durability loss a lot less frustrating.
#72
Releases / Re: [A14] Mending
August 06, 2016, 11:32:18 PM
Nice, is this essentially the same thing as your upload in the A13 thread? I'm using that right now.
#73
Quote from: 1000101 on August 05, 2016, 11:44:22 AM
Unless the core method changed, it's just calling said method to add experience.  That method itself should handle the passions.  Note that you don't get a lot of experience from smoothing walls anyway but you get it for each of the three involved skills (construction, mining, artistic).

I'll look into the passion issue though and if the core method isn't doing it then I'll release another update which does it on the mod side.

I'm fairly new to this game and it is entirely possible that my understanding of how exp gained is incorrect, so do correct me if I am wrong, but isn't the exp gained per work required the same for all work types that increase exp incrementally? For example, assuming work speed is the same throughout, building a wall that requires 20 work and smoothing a wall that requires 20 work should net the same result if this is the case. The only reason I mention it is because I was watching the exp tick up while smoothing a floor or construction compared to smoothing a wall and it is quite different.  It is also possible I'm having some kind of mod conflict because I really like to use a lot of mods.
#74
This is a very interesting mod with a lot of potential but I think there might be something wrong with the trading visitors.  It would seem only the inventory of the pawn you actually trade with is available in the trade window, and not the inventory of the accompanying escorts.  I don't think this is how it works in vanilla, all of their inventories are tied together when you barter with traders.  At first I thought it might have something to do with the traders proximity to their escorts, but that does not appear to be the case.

Edit: The actual trade caravans seem to work correctly, but on further inspection the vast majority of the items are held in the animal mule's inventory, the escorts seem to only have essentials like meals.  However this is not the case for the "visiting traders", most of the escorts seem to be holding valuable items they wouldn't have otherwise and you are not able to access them without stripping or killing them.  I don't know if this is how visitors work in vanilla also, can't say I paid that close attention the first time I played this game.
#75
Outdated / Re: [A14] FloorBeautyRebalance
August 05, 2016, 11:33:35 AM
Quote from: GyspyShnizzel on August 05, 2016, 09:56:02 AM
Hello there,

ok ... i am looking for a mod like this for ages :) Here is my suggestion:

If you really want to do you can do this yourself rather easily, look in Core\Defs\TerrainDefs\Terrain_Floors.xml and Terrain_FloorsStoneTile.xml
I'm pretty sure all of the values you are looking for are defined there, just search for beauty and look at the defName.  The only one I couldn't seem to find is the smooth floor which might explain why this mod doesn't use xml.