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Messages - moonra

#76
Releases / Re: [A17][MODLIST] Glitter Tech
July 01, 2017, 04:00:15 PM
Don't worry, I removed it myself based on your feedback and because honestly it was a rush job to make me not have to deal with the OP equipment in my game, so I have no issues admitting I did a poor job of balancing, which I claimed to have done.

I'm sorry if I came off a bit brash on the criticism, sometimes you can easily forget that a mod is not just a bunch of text files with values on it but someone's creative work and time spent.

I do think you should've had someone go over and fix the grammar/spelling mistakes on your mod, though.
#77
Do I need to remove my vanilla vents and coolers before adding the appropriate mods?

And btw, man, I miss that Redist Heat mod so much, it was so much easier managing temperature than having to build two dozen heaters and coolers throughout my base...
#78
Releases / Re: [A17][MODLIST] Glitter Tech
June 27, 2017, 01:08:45 PM
If you like the tech stuff in this mod but absolutely hate how unbalanced the equipment is, I've made a balancing patch that, of course IMO, makes the weapons and armor much more reasonable. I also fixed the many spelling and grammar errors in the files I modified, didn't had the patience to go through them all, sorry. Oh, I also added weight to those equipment as well.

Just get the attachment and past it on your mod folder, replacing the files when asked, of course. This is for the No Surgery version because why the heck would you even use the other one, just get EPOE.

Edit: Removed the attachment based on feedback and because honestly it was a rush job to make me not have to deal with the OP equipment in my game, so I have no issues admitting I did a poor job of balancing, which I claimed to have done.
#79
Outdated / Re: [A17] Vegetable Garden [5/28/17]
June 22, 2017, 01:57:11 AM
How do I use the Composter Box? There's no option to do anything and it doesn't seem to be doing anything either.
#80
Quote from: Heresy on November 27, 2016, 02:34:21 AM
You could have read the changelog to instantly figure this out. You only need the latest release.

Oh, yeah, I always forget to read that, thanks.
But tbh I wouldn't expect instructions on how to use the mod to be there.
#81
This may be a stupid question but... the different files have different songs, right? Or am I supposed to only use v8? You make no mention of that in the first post so that got me a bit confused.
#82
Releases / Re: [A15][MODLIST] Glitter Tech
November 25, 2016, 07:05:23 PM
Quote from: FancyMancy on November 10, 2016, 07:11:00 AM
This http://imgur.com/a/al8HF error showed up in the logs. What could it be?

I came here to post about the exact same problem. I was getting raids/visitors from this mod no problem in my previous colony but in my current one I got one raid at the start and used the console to kill all of them because that raid was stupidly overpowered for my condition at the moment, so I killed everyone and destroyed all of the drops.
After that I didn't see any other GT pawns spawning but only now saw that warning in the bug tracer.
#83
Hmm... is it just me or are the mortar shells VERY slow? They seem so slow that I could simply make my colonists walk away from them... if the siegers actually had any mortars, I don't know if this is a load order issue but twice I've gotten sieges that didn't had any mortar, so they built their defenses, chilled there for a while and then attacked my colony.
#84
Help / Re: Changing stack size
November 15, 2016, 07:37:07 PM
Hmm, I'll take a look at that one, it should help a lot.

Ah, okay, thanks for the explanation. So it's a base with default characteristics of the items in that class, gotcha.
#85
Help / Changing stack size
November 15, 2016, 02:47:02 PM
I did this in 15b by straight up editing the Core defs and it worked just fine, didn't noticed it breaking mods or anything.
But in 15c I wanted to make this "properly" so I got the relevant files from ThingsDefs_Items copied it to a ThingsDefs_Items folder inside a "Larger Stacks" in the mods folder and edited the <stackLimit> tags, just like I did when I edited the Core defs.

But it's been completely ignored by the game as if the folder didn't exist and I don't know what the file is missing. I checked some other mods files, simple things like modifying the recipe for something but I can't tell what makes these work but not mine.

I've looked around in the Help forums but most of the topics that seemed similar didn't really yield me any "enlightenment" on the issue. I also looked at the thing about not using undefined abstracts but that doesn't tell me much since I don't even know what abstracts mean in terms of RimWorld modding.

Anyway, it's probably something pretty minor and obvious to you experienced guys but I've been trying to look into it and solve this for a few hours now so I'd really love to get some help. Thanks in advance!
#86
Is it impossible to castrate animals? I'd expect to have that from this mod but it seems I can't, so I'd imagine the game doesn't support that yet?
I really want my animals to stop banging so much, but I don't wanna sell all males/all females 'cause some of them have bonds with my colonists.