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Messages - Tenshi~Akari

#121
Quote from: Tapeshoe on February 21, 2018, 01:42:51 PM
Will this mod be fixed to be compatible with mods like Don't Shave Your Head! because I really wanna use this mod too.

I'm currently using this with Don't Shave your head. Haven't come across any major issues yet.
#122
Outdated / Re: [B18][Patch] Artful Robots
February 18, 2018, 06:49:36 AM
Quote from: patientsomeone on February 18, 2018, 02:08:44 AM
Apologies, thought I had updated this already. B18 update is uploaded, and A17 has a new home. B18 is at https://gitlab.com/grizzgrizz87/artful-robots/raw/b8d27ac1de91d7dd4ebe118feffc5cfe7a217d68/artfulRobot.zip

Thanks a ton for this! ;D This will definitely save me from lost resources.
#123
Outdated / Re: [A17][Patch] Artful Robots
February 17, 2018, 09:09:19 PM
Sorry for the necromance.  :-[

I know this is a long shot & hasn't been noted this was here the whole time, but is there any way possible to get a link to the B18 version here as well? The problem seems to still persist with Robots breaking random quality constructs.

I see it on Steam, but I have no intentions on hooking up a game with Steam ever again after a prior bad experience years ago...
#124
Ok, so after MUCH trial & error, I finally have gotten the first little jellybean of B18. (Fostering relationships long enough to conceive has been an absolute nightmare, even for keeping my pre-lover'd/pre-married new arrivals & tribals. This is where I miss the effects of Romance Diversified so much, at least it gave way to have more couples' interactions to set the mood, or if unlucky, potentially break it more... but I digress.)

4 Things... though I'm pretty sure they've already been stated.

1. IMO, I think if at all possible there should be a slight consciousness debuff on infants, at least pre-toddlerhood. It seems like babies as they're set up now hardly ever sleep much, even compared to A17... and when they do, it's definitely not for long. This kind of gives way to...

2. Childcare mechanics... so, if I have a pawn prioritized to care for babies when absolutely necessary, it seems like they focus entirely too much time doing so. In this case, I have the unfortunate setup of my best repairer/builder also being my best negotiator and caretaker... care to take a guess at what happens if I set childcare as top priority? While the baby is awake, there's absolute negligence of constructing anything that needs to be built ASAP, or meals that need to be cooked, etc. Pawns spend literally every other qued interaction playing with the baby, even when the baby's and the caretaker's joy needs are maxed-out. I would definitely suggest doing the playing like you did with feeding... only when it hits a certain point should an assigned pawn go play with the baby, either it be to give the little tyke or themselves a joy boost. Otherwise, folks are stuck in a situation in smaller colonies where there's either neglect of key work duties or child neglect. Either way, it forces a lot of unnecessary micromanaging that can potentially be avoided.

3. Breastfeeding: Finally having a good experience with it and WM Smarter Food simultaneously installed this go around. It works! Really well... unfortunately so well that my tyke likes to hop out of the crib. This leads to mom potentially seeking to put the kiddo into a completely new bed if any are unclaimed on base, regardless of prior crib assignments... I don't know if this is a bug related to either something going on in core, the mod itself, or what, but it's quite dangerous on maps with a village-like setup and dangerous outdoor temps. (I also have the Lay Right Here mod for pet bed assignments, and I'm noticing that has issues with holding assignments for baby animals as well, which is why I was kind of wondering if the possibility of it being something core related could've been the case... but I'm no expert on that.)

4. This is completely unrelated to babies now, moving onto the older children. It seems like the vanilla tribal masks have an alignment issue. I'm going to have to catch a screen next time a child tribal shows up with one on, but basically it's almost identical to the Thin body type clothing issue I and another user had mentioned... except in this case, the tribal mask on a child pawn is rendered at adult proportions/positioning. Seems to only happen when, once again, same type of material for same type of apparel piece is shared between different pawns of different ages (child/adult).

That's pretty much all I've come across so far. Nothing too brutal, but definitely worth balancing a few things for future updates of this.
#125
Quote from: Roolo on February 13, 2018, 06:45:56 AM
Quote from: Tenshi~Akari on February 09, 2018, 02:50:32 PM

EDIT #2: OK, so not coming across any issues other than MAIs don't gun while they run. They'll draft just fine still, but where they should be shooting, even if it's just them and nothing's blocking their line of fire, they're stuck still doing Vanilla shooting mechanics for some reason. No error logs came up related to this so...

Yes i'm aware of that. I'm planning to completely change the method of linking RunAndGun data to pawns, which should solve this. Right now any race with ThingClass=Pawn in the XML def gets RunAndGun capabilities, but apperently some mods don't set this property.

I see. No wonder I was having so many issues, MAIs definitely have their own ThingClass altogether. Well, looking forward to that whenever you're able to get it all settled!  ;)
#126
Releases / Re: [B18] [KV] RimFridge [ModSync]
February 16, 2018, 07:12:39 AM
^^ Did you restart the game then see if it worked? That's the case with the Stack XXL mod.
#127
I had the most recent of both mods, but I will try to see if anything is different with this most recent update and let you know if I come across anything strange again.

EDIT: So far, it's working now. Nothing has changed as far as my other mods & my order, so not sure exactly what was going on in the previous version I had. I was sure it was the most up-to-date I could've gotten it before... but so far with the new R&G update, haven't come across the gizmo bug with MAI yet.  Thanks for still looking into it, though!

EDIT #2: OK, so not coming across any issues other than MAIs don't gun while they run. They'll draft just fine still, but where they should be shooting, even if it's just them and nothing's blocking their line of fire, they're stuck still doing Vanilla shooting mechanics for some reason. No error logs came up related to this so...
#128
Releases / Re: [A18] SimpleSidearms (1.2.2)
January 31, 2018, 10:08:00 AM
I came across a minor issue when playing with this & Miscellaneous MAI: The Mobile AIs don't switch over to their melee side arms like they should, but unfortunately there aren't any error logs that are being produced to help out with this one. Haplo mentioned when I had brought up the gizmo/UI issue with MAI & Run&Gun before that the Moble AI pawns were still supposed to be based off of the vanilla pawns to a certain extent, so it's a little unclear as to why it clashes somewhat with the two mods... :-\

(And it's kind of hard to choose between them all, because I find all 3 very essential to my Rim World experience...)
#129
Releases / Re: [B18][A17] RunAndGun
January 23, 2018, 12:22:40 PM
Hello!

Thanks again for the work & updates to this mod. Very essential to my experience.

I think I came across a not-so-friendly issue when using this with Miscellaneous MAI mod, though...

Object reference not set to an instance of an object
at RunAndGun.Harmony.Pawn_DraftController_GetGizmos_Patch.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn&) <0x000ff>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00056>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00148>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


What happens: Whenever the MAIs are loaded after auto draft into a generated caravan event map (ambush, rescue, etc.) or even selected while drafted on said map for that matter, there is absolutely no UI or context menus that appear, no matter where I click or what I press... almost as if the game becomes unresponsive, but can only get out of the predicament by double-clicking on the base pawn group and selecting a human pawn.

I've already mentioned this in Haplo's thread, but since the log & thousands of hidden ticks mentioned this mod in particular, is there any possible fix for this? It works just fine with the MAIs on the main base map, it just this small issue when caravaning with my android crew to take out bandit camps or rescue pawns becomes a slight issue, especially if there's no normal human pawn that's with them... they'd end up stuck there until their energy runs out or something of the like, I guess.

#130
Nevermind, I think I figured out immediately what happened as soon as I saw the log.  :P

Seems like it's more or less a Run & Gun clash on that part... strange, because it works fine with Misc. MAI whenever the MAIs are on the main map. Might have to get Roolo in on this issue.

Object reference not set to an instance of an object
at RunAndGun.Harmony.Pawn_DraftController_GetGizmos_Patch.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn&) <0x000ff>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00056>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00148>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>
#131
Came across an issue with MAI: Apparently when drafted on generated event maps for caravans (enemy base, ambush, etc.) MAI pawns will break the UI... "break" in terms of nothing showing up when they're selected, no options or anything, you can't move them, you can't even undraft them, nor can you really click on anything else on the map or bring up any context menus when this happens. The only way to even get back to any other pawns and making things selectable for normal pawns is to go out of the world map or double-click switch back to the base map then choose a pawn from there.
#132
Outdated / Re: [A17] SeveralPuffins mods for A17
January 20, 2018, 08:06:45 AM
Desperately missing Romance Diversified. I hate to also revive this thread, too, but if anyone is available and capable of even pulling small aspects from it, especially the dating interaction between pawn couples (and fixing it so that askers won't continue to chase askees when the askee is outside of the asker's set area), it would at least make having couples in game not feel so... well... "dry" and superficial. At least it gave us something to help keep those relationships in tact or give some mood/relationship boosts... or in other cases, gave enough reasons to stage a break-up if things were bad enough.
#133
I think it was indeed a quality issue... the moment I replaced the tub after an infestation destroyed the old one, the newer one had a higher quality and they started using that more instead of going to the nearest unassigned one.  :P
#134
Quote from: Thirite on December 21, 2017, 05:32:14 PM
Does the shirt maintain the same incorrect scale when the pawn turns a different direction?

Yes. Like I said, seems to affect Bottom/"OnSkin" & Middle layer apparel when that happens.
#135
I seem to be coming across a tiny issue of pawns avoiding usage of bathrooms they're assigned to (either that or it's not high enough preference for them to use it...) Literally just had two pawns bypass their bathrooms to go wash up in one that's unassigned, which is a little more out of the way. Not sure why they'd do that, everything is hooked up just fine, and when I clear ownership, they'll use them just like normal.

Outside of that, haven't come across much out of the ordinary quite yet. It's just nice to have this mod back in my game, so kind of in the honeymoon phase of the new stuff still.  :P