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Messages - GiantSpaceHamster

#151
The poll restrictions prevent me from answering this poll accurately/completely.

I play on both "Some Challenge" and "Rough" most of the time, but occasionally up it to "Extreme". Always Cassandra.
#152
Quote from: Ruisuki on March 17, 2017, 02:53:04 PM
Killface allows you to resize, and resort the colonist bars.
https://steamcommunity.com/sharedfiles/filedetails/?id=729908976&searchtext=Colonist+bar

(Emphasis mine)

So when using both, the default sort order for Moody will remain the vanilla sort order for the colonist bar and will not change to match the modified colonist bar sort order if you resort it using that mod.
#153
Quote from: Mehni on March 16, 2017, 12:01:35 PM
No.

Hostiles don't aggro incapacitated or unconscious targets.

This part is not true. It seems pretty rare, but I have had hostiles finish off a downed colonist before. Don't recall if it was humans or mechs though.
#154
Quote from: Ruisuki on March 16, 2017, 10:40:34 PM
compatible with killfaces colonist bar?

Any way we can add color to the background of certain names in the summary view? I want to sort colonists by color so I can quickly tell whether they are from my first colony, second, or third. That way I can overlay moody over the colonist bar of the colony im not currently playing and just dbl click the name on the moody bar to travel to that colony, all while viewing needs on the side

I have not tested with Killface's Colonist Bar mod but unless it's modifying pawns in some unexpected way it should be compatible. The one caveat is that Moody uses the original colonist bar's sort order as its default sort order, so if Killface's mod allows that order to change, it will not match Moody's default order any more.
#155
Quote from: SORAZAL on March 16, 2017, 06:05:31 AM
Hey! Great mod! Tried to download latest version but get a dropbox 404, file not found :/

Thank you for bringing this to my attention. Apparently dropbox changed the way they form their public links for sharing documents and it removed all my public links. I've fixed the one for the latest release and will fix the previous release links shortly.
#156
General Discussion / Re: Too much beavers?
March 14, 2017, 01:33:57 PM
Quote from: Aerial on March 14, 2017, 01:00:53 PMInterestingly, in my last few games I've come to loathe thrumbos.  The first thrumbo to come through invariably sets up in my fields for a few days and eats all the crops.  And that's even in a forest biome where there are plenty of trees to eat.  Since it's early game, I'm not equipped to take on a thrumbo so there's nothing I can do about it.  It's like blight, only slower and more unicorn-like...

Try walling off your fields. Neutral animals won't enter your doors.
#157
Ah, fair enough. The bug being addressed really doesn't have anything to do with the preference weights between foods, it's that the food's preference weight isn't even being properly used in the first place. My question is really one for Tynan then. Thanks for the reply!
#158
Do you get the same effect in a new game? What about a new game with no mods enabled?
#159
Ideas / Hotkey to select only objects, not pawns
March 12, 2017, 06:20:24 PM
A hotkey modifier when selecting things that only selects objects and not pawns would be great. This would make it easier to select an item under a pawn using single click or to select a bunch of stuff in the area of a pawn using box select. Normally, if pawns are in the selection, only pawns will be selected.
#160
Quote from: GiantSpaceHamster on March 08, 2017, 03:08:32 PM
Does this happen with no mods enabled? If it only happens with mods enabled, you'll need to do an exhaustive test to determine which mod or combination of mods is causing the error, then report back.

Repeat
#161
I'm curious about this change:

QuoteFixes pawns somewhat undervaluing nutrient paste dispensers (they will be correctly treated as equivalent to nutrient paste meals)

It seems to me that nutrient paste meals are actually more valuable than the ones from the dispenser because when a pawn grabs a non-dispensed meal, they also grab one for their inventory, but I do not see pawns do that when grabbing dispensed meals. So it's not necessarily that the meal itself is better, but it's preferable to have it be a higher effective value due to the related pawn behavior of grabbing a backup meal for their inventory.
#162
Does this happen with no mods enabled? If it only happens with mods enabled, you'll need to do an exhaustive test to determine which mod or combination of mods is causing the error, then report back.
#163
I recommend putting the source up on GitHub. That way people can see the latest and greatest version of the code and propose changes for you to pull (or not) into the baseline. Plus you get issue tracking which is useful for improvements and bugs.

I have not looked at your source but the most common cause of unexpected executable bloat for new developers is the inclusion of dependencies. Basically, you wrote some code, but that code depends on other libraries you didn't write, which the compiler includes in your executable.
#164
Are you aware that you can mouse-over a target in-game to see your modified chance to hit? Same goes when selecting enemies and hovering over colonists. There's also a mod called "Numbers" that provides shooting accuracy, aim time, and melee DPS values in-game.

It's not entirely clear to me if this is the same info that your program provides, just wondering if you're re-inventing the wheel or not.
#165
General Discussion / Re: Play through vs reload
March 01, 2017, 08:15:57 PM
Depends a lot on my mood, but I usually try to play through if I can. If it's been a long day and I just want to play super casually I may reload more often for less severe reasons.

Currently I'm attempting the Ice Sheet Challenge, which is set to permadeath by default. But some nights I just have to play a more casual game.