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Messages - wwWraith

#421
Voting up for the ability to rename the bills. It would be very useful when trying to manage some situations in queues, for example, preferring vegetarian/meat food sources, and smelting weapons or reclaiming fabrics in several various groups.
#422
Wouldn't it be more natural to make Mining helmet emit light all the time when the pawn is in the darkness and not drafted instead of only beneath mountains?
#423
Outdated / Re: [A17] Cab's mods 13.06.17
June 18, 2017, 02:28:36 PM
Gonna add Astero as a... ehm... Hunting bot?.. ;)
#424
I have JTZoneButtons but said buttons appears only on Growing zones, not Stockpiles. I use mony mods, but none of them should change Stockpiles, afaik. I heard somewhere that there are several ways to deal with designators, hope you'll find less conflictable.
#425
I think it'd be natural to make Tribal lore fire markable as Gather spot.
#426
Outdated / Re: [A17] SeveralPuffins mods for A17
June 18, 2017, 02:03:49 PM
With Razzle Dazzle there are several backstories in vanilla game that would be better using buffs to Performance skill instead of Art. Rainbeau Flambe's Editable Backstories mod may be useful for some workaround.
#427
A little suggestion to Training mod: is it possible to allow using training dummies for pawns that have required weapon not equipped but in the inventory? It would be very nice to use with PeteTimesSix's SimpleSidearms mod, for example.
#428
Voting up for adding any plants that gives cover or hinders movement in Colony Manager's Forestry list.
Still waiting Relations and Work Tabs :)
#429
Releases / Re: [A17] ResearchPal and HelpTab
June 18, 2017, 01:19:52 PM
Quote from: notfood on June 14, 2017, 05:00:36 PM
Quote from: SuedKAT on June 14, 2017, 04:01:02 PM
Ohh and lastly if I may be so bold to ask if it would it be possible to tweak in a searchbar in the ResearchPal window somewhere, would make life a tiny bit easier for us heavy mod users out there when you want/need something special :)

I had the same idea, I tried it but I couldn't make it so the scrollbar would focus on that area, I imagine it'd jump a lot even if I had managed. That's why I put this search for research -> click for research into the HelpTab. It's very logical way to do it. If you know what you want to research, go find it in the help tab, then click research.

There are situations when you actually don't know exactly what do you want to research ;) And sometimes you want to take a look at the prerequisitives and other linked techs while planning, considering a total research time and profits. Sometimes it's hard to find where are that tech that you are researching currently. So I still hope you will implement a search bar some day. And may be improve the visibility of queued techs. And a little more suggestion: is it possible to make a hint while you hold mouse cursor on the "Research" button in the main (bottom-line) menu to show a name of currently researching tech?

Regarding HelpTab: there are still some useful stats missing, i.e. min handling skill for animals. And is it possible to add materials (like various stone, wood, fabrics, etc.) to compare their stats offsets/factors?

Anyway, these mods are certainly great and feel like ones of the must-have :) Thanks a lot.
#430
Quote from: Gelo on June 03, 2017, 07:29:09 PM
It looks, like my pawns prefer walking on good old marsh rather then on my fancy 'Basic Bridges'  :D
I know, pawns' pathfinding is dumb, but aren't bridges suppose to be as fast to be walked on as  floors?.


I have a similar experience without Bridges mod (but with many others). Even with ground completely cleared and/or floored, pawns sometimes prefer some go-rounds instead of straight path, and yes, it happens more rarely when the distance is short. I have a suspicion that it may be a vanilla bug.
#431
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 18, 2017, 12:40:56 PM
Thanks for the update, now it's really playable without that constant masochist feeling ;) Btw, why you didn't make this Pitch Helmet craftable?

And a little suggestion: what about adding an incident when several cobras spawn somewhere inside your buildings? Like modified Manhunter Pack or Infestation, but not as manhunters initially. They will try to find food and may hunt colonists and animals. If attacked, they will become manhunters as usual, but player will have a choice to get rid of them "peacefully", just making them to find a way out. And of course, there may be other animals that seems appropriate to this behavior, cobras are just a first examle that came to my mind. May be some swarms of venomous spiders or flies, with high armor rating for sharp damage? ;)
#432
There were some changes in TropiCKAPP Rainforest recently regarding adding animals, seems like they aren't come with guests anymore, so incompatibility is gone now. But I think that problem may raise again with some other mod(s), so it would be better to find it's roots. May be it's like when there are animals with guests, game "looks" at these animals first and treats them like "real" guests, giving them that thinknode, whatever, and "forgetting" about humans? I don't really know how it works here, it's only wild guess based on some similar situations in other programs, so excuse me if I'm completely wrong.