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Messages - shadowstitch

#16
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
February 06, 2018, 02:55:32 AM
Is there any way to limit how many pawns can use a quarry at once?
I seem to recall older builds allowing just one miner at a time, one in each quadrant of the large quarry. But I tried using the mini quarry, and every time I unforbid it, it gets swarmed by pawns who really should have better things to do. Though they will obey other work priorities, anyone with mining priority will dogpile on the quarry and ignore all other mining tasks until I set it off limits again.
I'd really like to be able to limit the active participants somehow, without constantly forbidding the quarry, but I don't see any tunable options for it anywhere.

[attachment deleted due to age]
#17
Quote from: DoctorVanGogh on January 23, 2018, 02:32:56 PM
Here's the "vomiting patch":

Cute.
Far be it for me to compromise your artistic vision. I'll just go make it for myself.
(Like pretty much every other thing I've politely suggested on these forums.)
#18
QuoteI've decided against simply 'vomiting' out the final usable bionics directly in the harvesting job

Yes, but COULD we please have a plain bionics butchering job that simply vomits out usable bionics?

To date, no one has made a simple "remove bionics from corpses" mod for B18, they're all excessively, sometimes needlessly complicated in their own unique ways (and in some cases, ridiculously bugged to boot.) R^3 is about the closest option right now, but it still requires more workbenches and 5500 points of gated research on top of the time/materials for refurbishment.

It has been argued that just removing a bionic part from a dead pawn and slapping it on another one is overpowered, but the vanilla game allows you to remove undamaged hearts and lungs and scyther blades and stick em in another person as easy as changing pants, so I don't see the problem.
#19
Releases / Re: [A18] Fences And Floors v1.21
January 08, 2018, 03:24:37 PM
Huh, so it is.
I'm also not very bright.
Somehow I didn't catch that. Thanks!
#20
Releases / Re: [A18] Fences And Floors v1.21
January 08, 2018, 11:00:05 AM
Here's the obligatory begging for a b18 update.
I'm not proud.
#21
Outdated / Re: [A17] SeveralPuffins mods for A17
January 08, 2018, 05:18:27 AM
I'm just now crawling out of my cave to update to B18, and I'll second (or third) a wish for an updated Romance Diversified.
Is it possibly one of the rare instances of an A17 mod that works with B18, with nothing more than a version change?
#22
Releases / Re: [A17] Animals Logic 🐾
September 24, 2017, 12:37:05 AM
Quote from: Oblitus
Beer is a food, so they would consume it. So it is either WM SMF, zones or switch to smokeleaf. Smokeleaf is not a food.

Beer provides nutrition, but it's also classified as a drug, in both the Drug Policy and the Manufactured>Drugs category. 
I thought that your mod changed the eating behavior to exclude items of the drug category, but I guess it only forbids eating items without nutritional value, which just so happens to include drugs.

I'd like to patch the definition of the foodtypes to specifically exclude liquor, but I can't find a def that defines it, which means it's probably declared in the core code, which is above my paygrade. I guess Smarter Food Selection is my only viable option as an ignorant enduser. Thanks for the reply, Oblitus. And thanks, Tynan, for another intentionally dumb design choice.
#23
Releases / Re: [A17] Animals Logic 🐾
September 23, 2017, 01:10:40 AM
I love Animals Logic, I've been using it for some time and I consider it indispensable.
One question, though: Could there be a way to restrict animals from drinking my beer?
They stay away from my drugs just fine, but when it comes to meals, they will jump on my booze if they get half a chance.
I've been trying to find a way to tweak the definitions of the foodtype categories to prevent it, without having to download an entire in-depth mod like Wishmaster's Smarter Food Selection (or create entire new areas disallowing only the areas that might hold beer.) The dogs are crafty -- if a pawn accidentally puts beer where they can get to it, they will get to it.

THOSE ARE MY BEERS
Give them back you are a dog
you can't even open bottles
#24
This is a really great mod, and good work on making it, but I honestly just prefer to mod off the "dead man's clothing" entirely, because I think it's a pretty stupid and pointless feature to begin with.
#25
Help / Re: Rimworld Texture/Sound Modding
September 11, 2017, 02:15:01 AM
Just a breadcrumb for anyone trying to extract sounds:
I successfully used UABE, and the included audio export plugin, to extract audio files from A17's resources.assets.
It exports them in ginormous WAV files, but definitely useful for reference.
#26
Releases / Re: [A17] Animals Logic 🐾
September 06, 2017, 01:51:55 PM
Hm, I have treated a lot of wounds on unnamed animals, and had a number of pawns get "nuzzled" and name an animal, but it's never resulted in a "bond." I've had my animal handler set as master for 5 dogs (and a few rhinos) for most of a year, training them all up, and not once has she gotten a bond with any of them. Maybe it was just more common in previous versions, or the frequency has been reduced in A17? I've read Zhentar's code explanation of how and why it happens, but I swear I remember my designated animal handlers bonding a lot more in previous builds. Like, one sorry dope with 18 handling inadvertently bonded with a dozen walking liabilities, something that hasn't happened to me in A17 at all yet. Not that I'm complaining especially, the constant buff/debuff was a little annoying. I was just curious if Animals Logic tampered with that mechanic (or the likelihood of it triggering.)
#27
Outdated / Re: [A17] Miniaturisation Overloaded
September 05, 2017, 09:05:38 PM
Something's not right with miniaturized wind turbines.
If you tell it to reinstall the turbine somewhere else, the blueprint just floats there at the target location. No pawn will interact with it, and there's no right-click force priority for it. 
If you uninstall it, and try to reinstall it somewhere else within range of the original wind turbine's AOE, it appears to work, but will not generate any energy, claiming "Blocked by Wind Turbine" even when there is no turbine anywhere around. If you place the turbine back in its original position, it functions properly again.
I don't have any other mods that affect power or power generation at present.
#28
Releases / Re: [A17] Animals Logic 🐾
September 05, 2017, 04:21:56 PM
How does Bonding work with Animals Logic enabled? By which I mean, what triggers it?
Does Bonding just randomly occur while an animal is set to a master?
#29
Outdated / Re: [A17] cuproPanda's Mods (25 Aug 17)
August 31, 2017, 01:21:21 AM
Hm. Learned the hard way that if you build a window, then build a block in front of it, the game goes bananas. Throws up red errors about the glower and won't ever let you remove the window even if you destroy or god mode delete the block...pretty gross. 

Also, is it just me and some weird mod conflict, or are the AJO arcade games actually generating electricity?
Mine are generating 5w at idle, and 200w when someone plays them!
#30
After considerable testing, I can confirm 100% that this mod disables thrumbos dropping horns upon butchering in A17, even with all research completed. 

I made a testbed colony with no mods enabled, dumped 10 dead thrumbos and some colonists in with butcher tables and saved the game. Told them to butcher, and watched the results. Horns dropped as expected. I exited to the main menu, enabled hugslib and bionicbutchery, started a new colony, did the same thing with a second testbed, no horns dropped out of 10. Just to make sure, I left bionicbutchery enabled, reloaded my first testbed, and had them butcher. No horns dropped.