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Messages - wwWraith

#301
muffalomill, you can do it by editing Defs\Compatibility\Core.xml to something like this:


<Defs>
<WM.SmarterFoodSelection.CompabilityDef>
<!-- <defname>SFS_Core</defname>-->
<requiredMod>Core</requiredMod>
<foods>
<li>
<def>NutrientPasteDispenser</def>
<pref>MealAwful</pref>
</li>
<li>
<def>PlantMoss</def>
<pref>Grass</pref>
</li>
<li> <!-- added -->
<def>MealSurvivalPack</def>
<pref>RawBad</pref>
</li>
</foods>
</WM.SmarterFoodSelection.CompabilityDef>
</Defs>


I used this variant to allow eating PSMs only while there are no other "valid" food available. I think you can change "RawBad" to "Luxury" if you really want to disallow them completely.

I have a feeling that there was some issue with it, can't remember exactly. Either pawns could take PSM into their inventory (but still eating only allowed food), or they didn't take but could eat PSM if it already was in their inventory (if pawn was spawned with it). Probably it even was fixed.

Anyway, in practice it worked fine enough.
#302
Are the B18 updates planning? I urgently need Smarter Food Selection, without it I'm going mad looking at my dogs stealing berries from colony while they have a lot of tasty kibble and corpses available :)
#303
Is it possible to make (probably optional) some archipelago maps with coastal linings, mb even completely surrounded by water? I know it could make defending a lot easier, but I'd want to try such "really" island experience ;)
#304
Releases / Re: [B18] Psychology (2017-12-3)
December 11, 2017, 12:51:20 AM
I think that "Faction imprisoned me" debuff needs to be reworked somehow, or even completely removed. Think about its logic:
1. We capture some prisoner. And he doesn't worry much about it.
2. Finally we recruit him. I believe it means that we managed to convince him that we are friends, really nice, trustworthy and such. But contrary to that, now he suddenly starts to hate us.
#305
Releases / Re: [B18] Marvin's Stuff
December 11, 2017, 12:28:56 AM
I remember probably the same problem with "infinite raids" while played A17, it most likely was caused by Jecrell's H.P. Lovecraft Storyteller (https://ludeon.com/forums/index.php?topic=26078.msg347502#msg347502). The possible workaround was to switch storyteller briefly at such events.

Also, is it possible to expand Weed Cutter's functionality: cut only fully grown trees, harvest only fully grown plants and cut everything that gives cover (ideally with configurable tresholds)? I know the first task can be accomplished with Colony Manager, but it may be more convenient to do manually. And the last task would be very useful for managing defenses.
#306
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 16, 2017, 06:27:37 PM
The thing is that it will work reliably only if all modders will support it and it will be able to support all modders. Until then even if you use just 1 mod without autoupdater, you have to manually check the forums either way. And steam, if it's author prefers it. And github, if they don't care about any other hubs. And their shiny personal sites, if they don't care about any player's convenience. Or google... Personally I have 9 tabs constantly opened in the browser to check for updates. I only hope that there won't be several different auto updating services that will make the things even more complex, like in some other games. But if someone really has the potential, ambition and responsibility to create a standard (or, ideally, official) way to update all mods, it would be really great.
#307
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
July 16, 2017, 05:49:28 PM
Quote from: faltonico on July 16, 2017, 04:19:09 PM
Quote from: wwWraith on July 12, 2017, 03:12:58 AM
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.

I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.
I'm sorry but, if you are wandering outside and go inside only to get joy from the window and once finished you immediately go outside is how silliness is defined.

This example is rather different from what was told about. Still I can think about some explanations of this behavior irl. Like I was tired of wind/temperature/insects/smell but wanted to look at the sunset. So maybe it would be good to consider this speific case and make a specific workaround, something like don't allow looking from the window when the pawn: is outside AND the weather is good (don't forget pluviophiles, nyctophobes, etc.) AND there are no animals or other potentially harmful things AND the beauty and comfort here is more than around the window AND they have no job to do indoors after they relaxed a bit AND so on... But would it be worth it?
#308
I often see the victims doesn't fight back those who hunt them, indeed they just trying to flee. Looks like the core AI made this way. The funny thing is even in rare cases when the victim fights back, then the hunter often starts to flee.
#310
Mods / Re: [Mod Request] Personal Journal on char
July 13, 2017, 11:56:11 AM
Actually it could be done by combining 2 mods: Notifications Archiver and Tale Log Tab plus adding the .txt export functionality. https://ludeon.com/forums/index.php?topic=26077.msg346836#msg346836
#311
Mods / Re: [mod suggestion] World tile modifier
July 12, 2017, 08:56:08 PM
I'd like to add rainfall, rivers and roads. So basically every feature that exists should be editable :)
And also abilities to regenerate or at least rename other factions and their settlements.
#312
Releases / Re: [A17] SimpleSidearms (1.2.1)
July 12, 2017, 02:08:11 PM
I made my settings thinking about allowing pawns to have no more than 1 melee and/or 1 ranged "light" weapons (2 total) as sidearms, with only shivs allowed for tribals. But I never saw any pawns generated with sidearms other than shiv. What's wrong here?

<SimpleSidearms>
    <ActivePreset>Custom</ActivePreset>
    <CQCAutoSwitch>True</CQCAutoSwitch>
    <RangedCombatAutoSwitch>True</RangedCombatAutoSwitch>
    <RangedCombatAutoSwitchMaxWarmup>0.5</RangedCombatAutoSwitchMaxWarmup>
    <SingleshotAutoSwitch>True</SingleshotAutoSwitch>
    <SpeedSelectionBiasMelee>1.25</SpeedSelectionBiasMelee>
    <SpeedSelectionBiasRanged>1.25</SpeedSelectionBiasRanged>
    <SeparateModes>True</SeparateModes>
    <LimitModeSingle>Selection</LimitModeSingle>
    <LimitModeSingle_Absolute>3.35</LimitModeSingle_Absolute>
    <LimitModeSingle_Selection>MeleeWeapon_Shiv|MeleeWeapon_Knife|MeleeWeapon_Gladius|Gun_Pistol|MeleeWeapon_Mace|Gun_MachinePistol|Weapon_GrenadeEMP|GunRevolver|Gun_FireExtinguisher|Weapon_FoamGrenade</LimitModeSingle_Selection>
    <LimitModeAmount>Slots</LimitModeAmount>
    <LimitModeAmount_Selection>2</LimitModeAmount_Selection>
    <LimitModeSingleMelee>Selection</LimitModeSingleMelee>
    <LimitModeSingleMelee_Selection>MeleeWeapon_Shiv|MeleeWeapon_Knife|MeleeWeapon_Gladius|MeleeWeapon_Mace</LimitModeSingleMelee_Selection>
    <LimitModeAmountMelee>Slots</LimitModeAmountMelee>
    <LimitModeAmountMelee_Selection>1</LimitModeAmountMelee_Selection>
    <LimitModeSingleRanged>Selection</LimitModeSingleRanged>
    <LimitModeSingleRanged_Selection>Gun_Pistol|GunRevolver|Gun_MachinePistol|Weapon_GrenadeEMP|Weapon_FoamGrenade|Gun_FireExtinguisher|Laser_Pistol|ROM_Gun_Revolver|ROM_Gun_Flaregun|Weapon_GrenadeFrag</LimitModeSingleRanged_Selection>
    <LimitModeAmountRanged>Slots</LimitModeAmountRanged>
    <LimitModeAmountRanged_Selection>1</LimitModeAmountRanged_Selection>
    <LimitModeAmountTotal>Slots</LimitModeAmountTotal>
    <LimitModeAmountTotal_Selection>2</LimitModeAmountTotal_Selection>
    <SidearmSpawnChance>0.5</SidearmSpawnChance>
    <SidearmsNeolithicExtension>MeleeWeapon_Shiv</SidearmsNeolithicExtension>
  </SimpleSidearms>
#313
Quote from: dburgdorf on July 07, 2017, 01:02:11 AM
This mod is not currently compatible with Fluffy's "Work Tab" mod. I'm hoping to fix that in the near future.

Is it just highlighting or something more? I want to use this version, but afraid of this note :)
#314
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
July 12, 2017, 06:44:09 AM
Quote from: Canute on July 12, 2017, 03:32:04 AM
Not to speak, looking through a window should increase Cabin fever, since you see the outside but can't go out. Special when the outside is more beautyful then the inside. :-)

Indeed it should decrease Cabin fever (but not eliminate it completely), because your field of view isn't limited by just 4 walls :) Or would you prefer to live in a room without any windows?
#315
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
July 12, 2017, 03:12:58 AM
Quote from: faltonico on July 11, 2017, 08:27:21 PM
Hello!
Can you make it so the windows can only be used for joy when they cannot go outside? (when incapacitated or when there is a toxic fallout for instance) it is kind of silly when they look outside as a joy source and the next minute go out of the room.

I can't agree that this is silly :) Sometimes you enjoy looking through the window even while nothing prevents you to go outside.