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Messages - Thundercraft

#166
I noticed that Vegetable Garden adds coffee.
However, Cupro's Drinks also adds a coffee plant and 3 different types of coffee.

Does this make these two mods incompatible? If not, should they be installed in a certain order?

Also, there is the Hot Coffee mod, which I would assume is incompatible...

Oh, and then there's Jecrell's Tobacco and Cigarettes, which also has tobacco. Will that still work? Should I install that after this?

Also: Is the "About.xml" in need of updating? It does not mention Neutro Flowers. But it does still list Cannabis as a drug.

Is Cannabis even in the latest version? ??? I can't find it mentioned anywhere in the OP. Nor is it mentioned on the Steam page. Nor could I find it anywhere in the mod files (aside from About.xml). Was it removed?
#167
Cool mods!  8) Thank you for sharing these.

Question: Anyone know whether the BamPow optional add-on for Powerless! will work with A15? Or whether it got moved to RAD or something?
Quote from: cuproPanda on May 09, 2015, 01:08:31 PMDescription:
Adds new recipes using bamboo from the Vegetable Garden mod.

Download
(Alpha 13)

I ask because BamPow isn't mentioned in the OP and I can't find it in the Working A15 versions download. I guess it's safe to assume the last version was for A13?
#168
Tools / Re: [TOOL] (A15) Rimworld History Inspector
November 16, 2016, 11:55:40 PM
Nice tool! Thanks for this!

BTW: I assume the temperature is listed in Celsius. How difficult would it be to display Celsius and Fahrenheit side-by-side? After all, there is a simple formula to convert that.
#169
Mods / Will Scenario mods for 0.14 still work in 0.15?
November 16, 2016, 03:13:23 AM
I realize that version changes usually necessitate updating a mod in order for it to work correctly (or at all). One can sometimes get a mod from a previous version to work, but that seems unusual.

There are a lot of 0.14 scenarios on the Steam Workshop that did not get updated. And some of them seem tempting. I just thought that scenarios might be more likely to work. Am I wrong? Can anyone verify?

There are a few scenarios which have dependencies on other mods. Obviously, those are less likely to work.

I suppose I could just copy/past the scenario conditions (which are are always spelled out in the description) into the game and create my own updated version for my own use. That seems simple enough. However, at least some scenarios also have a page of text (for flavor) that appears after landing/starting. That part is not as easy to copy.
#170
Mods / Re: I'm a noob(Solved)
November 16, 2016, 02:56:32 AM
Just for future reference: I would point out that, contrary to popular belief, a noob/n00b and a newbie/newb are not the same thing.

Newbs (or "newbies") are those who are new to some task and are very beginner at it, but they are willing to learn.

The term "n00b", on the other hand, is an insult. It invokes a connotation of being rude, an idiot, and/or unwilling to learn.

Just saying: The term "newb" or "newbie" is a much nicer choice, esp. when referring to oneself.

#171
{Looks around...} ??? :o 8)
Posting to watch. (I hope this gets finished some day.)
#172
Help / How can I mod something to require Leather?
November 15, 2016, 11:43:21 AM
For personal use, I tried to mod Right Tool For The Job so that the toolbelts required leather as an ingredient.

I do realize that the game has a variety of hides, furs, skins and leathers. But I was under the impression that there may be some way to define a recipe to use any type of leather (or a generic definition of leather). Am I wrong?

I found "Leathers" defined as an <ingredient> in Recipes_loom.xml in the Vegetable Garden mod. And I found "Leathery" referenced several times in the vanilla files, such as between the <stuffCategories> tags for Apparel_Hats.xml.

In RTFTJ-ToolRecipes.xml, I added the following in between the <ingredients> tags:
<li>
<filter>
<thingDefs>
<li>Leathers</li>
</thingDefs>
</filter>
<count>40</count>
</li>


As soon as I enabled the modified RTFTJ mod, it spat out errors:
"Could not resolve cross-reference to Verse.ThingDef named Leathers"

I also tried it with "Leathery", but it gave a very similar result.
#173
Outdated / Re: [A15] Right Tool For The Job v1.16
November 14, 2016, 04:18:09 AM
Quote from: ItchyFlea on October 30, 2016, 12:04:13 AM
It's how I implemented the toolbelts. Colonists wear them on their hands. I did it that way so that a colonist should still wear shirts and armour.
I don't know when (or if) I'll fix this, since I want colonists to continue to be able to wear the other things as well as the belt, and there just isn't really anywhere else I can place the belt.

There's one solution that should satisfy both camps and allow either option:
Just have two different versions, one that fits the hands (or arms) and a separate type that fits the torso.

Another words: Why not add two new craftable items: Toolvest and Advanced Toolvest? These would require the same resources as their toolbelt counterparts. Though, instead of fitting on the Middle layer, perhaps it should fit on the Shell layer? That way, a character could also wear an Armor Vest underneath?
#174
Mods / Re: mod idea prison laber
November 13, 2016, 03:17:35 AM
If feasible, this sounds like a good idea. I think that we should be able to force prisoners to contribute something to the colony.
#175
Ideas / Methods to wipe out Malaria?
November 13, 2016, 03:02:33 AM
QuoteDiseases are a serious threat. Open wounds will get infected. Flu and plague can appear anywhere, and tropical rainforest areas are rife with malaria and sleeping sickness.

I'd like to suggest that the game provide some way to either obtain or research a method of wiping out malaria on a given planet or colony location. Perhaps your colony could trade for a rare device or breed of malaria-resistant mosquitoes? For game balance, perhaps it only appears late in a game? Or maybe it should be prohibitively expensive?

I suggest this because, in some cases, science fact is beginning to overlap with science fiction. Indeed, if researchers are correct and things go as planned, malaria may be practically wiped out in a few short years.

Check out this topic over on the Dwarf Fortress community. It's not just theory or conjecture. This is real.
QuoteA new genetically engineered breed of Mosquitoes has the potential to wipe out the genes of the existing mosquitoes, and as designed, end the spread of Malaria through Mosquitoes.
QuoteIt took twenty years to engineer a mosquito that doesn't transmit Malaria. It then took only four years to engineer a Mosquito with this gene drive.
#176
Ideas / Re: Upper and Lower levels?
November 13, 2016, 02:49:28 AM
Quote from: mumblemumble on November 11, 2016, 05:46:09 PMDon't get me wrong, would be huge, but its a dead horse like said...and would require so much time, resources, and re-balancing, that its JUST not worth it this early...

Yes, it would require time, resources, and re-balancing. I'll even agree that it's JUST not worth it at this stage of development. However, there is a certain segment of the player base which would greatly appreciate such a move. (Personally, z-levels would be at the top of my wishlist.)

If this was seriously considered as a possible feature for later, then I think the dev would need to try to sort of plan around it. Right? It might impact things later on, like change the way certain other things are implemented.

Interestingly enough, early versions of Dwarf Fortress did not have z-levels. Per wikipedia:
QuoteA z-axis was introduced in the 2008 release because he felt the limitations with a single plane increasing...
QuoteIn the earlier version, players could dig only into a mountainside and not underground...

#177
Ideas / Re: Pregnancy as another way to boost numbers
November 13, 2016, 02:28:35 AM
Quote from: BetaSpectre on April 02, 2015, 05:45:20 AMHow long do you normally play?
A year? Two years?
Imagine needing 18 years?

IMO births would be near impossible to sustain. Though It is something worth considering IMO the only replication will be clones. Due to the time factor mostly.

In searching this topic, I'm surprised by the lack of a mention of Dwarf Fortress, which the dev claims as a source of inspiration. DF addresses the time issue in regard to pregnancies by having infants grow up to children and then to reach "adulthood" at the age of twelve.

There are some things to be said for this approach. Waiting 12 years of in-game simulation is more reasonable than 18. But it is still significant enough that many players mostly ignore this game mechanic.  And most forts do no last that long before failing.

At least pregnancy is handled, which in and of itself adds another layer of realism and depth. And children add depth to the relationships of your simulated people. If the child dies, the parents get really stressed. Likewise, if a parent dies the child gets stressed. (In DF, they could commit suicide, potentially even starting a deadly "tantrum spiral" of deaths.)

Personally, I am very much in favor of handling pregnancies and of having them grow up in a relatively short time, like 12 years or so. Also, I think children should be able to do very minor tasks, such as hauling, once they reach a certain age (that is, even before being considered "adult" by the colony).

To explain this, perhaps somewhere along the line humans genetically modified themselves so children mature faster? It could be explained that, with a huge push to colonize space, it was not only useful, but more advantageous to raise children rather than wait for more colonists to arrive via slow, sublight ships.

Consider the Jem'Hadar in Deep Space 9. They were a race of genetically modified supersoldiers. And after just 1 day of maturation, they had rather advanced  reasoning and language skills.

Heck, having a maturation of 12 years is not even a stretch. It's not even sci-fi. Gradually, it seems to be becoming reality. Just Google "puberty earlier" for recent articles about how both boys and girls are hitting puberty earlier than ever before. More girls and boys are reaching it at 10 years or even 9 or younger. For a scare, try reading the wikipedia's article on "List of youngest birth mothers." It's not just fertility, either. It's getting more difficult to determine a child's age as they physically mature and grow larger at a significantly faster rate than before.

The leading theory is that this is largely due to good nutrition. But there are other, controversial theories over other possible causes like hormones in our food, the larger consumption of dairy products, and second-hand exposure to pharmaceuticals or chemicals that our water treatment plants fail to filter or which otherwise end up in our water or food.
#178
Ideas / Re: Dogs should eat vomit
November 13, 2016, 01:51:03 AM
Ewww... :o But, yeah, I agree that they should. It's more realistic. Also, I think it could be funny. (Now I'm wondering if this game simulates the spread of disease or parasites through the consumption or exposure to body fluids, like vomit.)