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Messages - Schwartz

#16
Releases / Re: [1.0] Bulk Recipe Generator
August 02, 2019, 09:31:59 AM
The mod is working well here. It appears some recipes from other mods don't respect the max work amount limit and allow only very low bulk multipliers. Modded workbenches may show the bulk bills in the menu and not upon right-click. Example for both: Fertile Fields.
#17
Releases / Re: [1.0] Extended Fabrics
January 15, 2019, 06:26:48 PM
I've only updated this mod, I did not originally create it. My skill with using xml is limited and I'm not really looking to add anything else to it, sorry!
#18
Releases / [1.1] Schwartz's Mods
January 15, 2019, 09:42:15 AM
[1.1] Extended Fabrics by Skullywags

I updated the mod and it should work in 1.1. I changed the production values slightly so the raw resource to cloth conversion gives you the same amounts that you would get in vanilla. I feel that the extra work is enough of a penalty.



[1.1] Easy Bulk Kibble, Easy Bulk Meals, Easy Bulk Meds

A small personal three piece mod that adds 5x kibble (Rainbeau's Fertile Fields required), 10x bulk meals and 5x bulk meds.

[attachment deleted due to age]
#19
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
January 15, 2019, 06:53:48 AM
Makes sense, but what I've seen here is different.

For example, I apply a color from the palette to a marine helmet or a marine armor. I have only the one thing selected, but it also applies the color to a pair of pants (but not the shirt). Shouldn't it by layer logic apply the color to both pants and shirt? And is marine armor even on the same layer as shirt or pants?
#20
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
January 15, 2019, 02:08:17 AM
Another thing I've noticed..

When coloring worn clothes by using the saved palette icons, the dresser will often re-color an additional item that has not been selected. When selecting several items with shift and then clicking a saved palette color, it will often not color all the selected items.
#21
5 advanced components work amount is off by a factor of 10.
#22
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
January 14, 2019, 08:33:51 PM
I just tried this.

With the change dresser out of range of the mending workbench -> game runs fine for days.
Mending workbench range set to unlimited -> game hangs.

Clearly the mending workbench is trying to access the change dresser and that's when it happens. Even if all the stuff stored in the change dresser is fully repaired, it will still result in a hang.
#23
Releases / Re: [1.0] Mend And Recycle
January 13, 2019, 11:34:44 PM
Using a Change Dresser mod item set to accept only 100% durability, good-legendary, marine helmets, marine armor, shield belt,

Rimworld hangs with these settings in conjunction with the workbench set to mend items that will fit into the dresser. I can either remove the dresser or remove the mending bills. Since I don't know which mod is to blame, or if it's possibly a bad interaction, I'm posting this to both.
#24
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
January 13, 2019, 11:33:57 PM
Using a dresser set to accept only 100% durability, good-legendary, marine helmets, marine armor, shield belt,

Rimworld hangs with these settings in conjunction with the Mend & Recycle mod workbench set to mend items that will fit into the dresser. I can either remove the dresser or remove the mending bills. Since I don't know which mod is to blame, or if it's possibly a bad interaction, I'm posting this to both.
#25
After a bunch of trial-and-error, I think I have a working ExtendedFabrics for B18. Please try it and report back.

[attachment deleted due to age]
#26
Outdated / Re: [A17] Rainbeau's Fertile Fields
August 20, 2017, 06:55:15 PM
Yeah, I wouldn't expect the mod to change. People are stating preferences and feature requests and I'm just on the other side of the fence saying there's more than enough stuff in the mod already. I can't find anything I'd want the mod to do that it can't already do.
#27
Outdated / Re: [A17] Rainbeau's Fertile Fields
August 20, 2017, 04:49:44 PM
I think there shouldn't be too many redundant steps. Changing terrain has a chance to produce a stone chunk, changing it back takes a crushed stone chunk. It makes sense.

There are already a lot of recipes scattered over at least 4 workstations: The crafting spot, the forge, the furnace and the FF workstation. Some of these overlap, i.e. you can fire bricks at the smithy and the furnace. Less, not more. Ideally I'd like to see all recipes reduced to crafting spot, furnace and rock mill. Have a powered (rock mill) and an unpowered (crafting spot) job each and remove the duplicates. Furnace does all clay baking. You can make 1 clay + 1 sand out of 1 dirt.. do you really need two other jobs that makes 3 dirt into 4/5 clay respectively? Does it even make sense that way? But that's just my opinion.
#28
The ratio for large CCs to large intake fans is off. For the small version, it's 3:1, for the big version you get: 2 CCs, 4 fans = 116% thermal. 2 CCs, 5 fans = 93%. 2 CCs, 6 fans = 77%. Same with 1 CC, 3 fans. Seeing how they're supposed to be both 5x as powerful, it should still be 3:1 right?

Also, it'd be reasonable to give the larger units more hitpoints I think. When a fire breaks out, they go down fast.
#29
Simple parts don't count as bionic. This is good because prostophobes aren't completely screwed, and prostophiles require some investment to get their (massive) mood buff. And when you think about it, the reasoning behind these buffs and debuffs centers around it being wrong to make fleshy or at least flesh-like, artificially enhanced parts. Simple parts are just mechanical.
#30
Outdated / Re: [A17] Rainbeau's Fertile Fields
August 16, 2017, 10:48:32 AM
That would require a crazy amount of fertilizer (it's also the most difficult to get component of the whole process). I think what would be fair is if harvesting off tilled soil turned it back into rich soil, requiring it to be tilled again for the next batch. But unless that happened automatically it would be a pain to manage.