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#106
Releases / Re: [A17] SimpleSidearms
May 19, 2017, 08:34:52 PM
A couple warnings being thrown on startup from HugsLib, probably no big deal.


[HugsLib][warn] Missing enum setting labels for enum SimpleSidearms.Globals+Preset
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Settings.ModSettingsPack:GetHandle(String, String, String, Preset, ValueIsValid, String)
SimpleSidearms.SimpleSidearms:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)


[HugsLib][warn] Missing enum setting labels for enum SimpleSidearms.hugsLibSettings.SettingsUIs+WeaponListKind
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Settings.ModSettingsPack:GetHandle(String, String, String, WeaponListKind, ValueIsValid, String)
SimpleSidearms.SimpleSidearms:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
#107
Ah, that should work, thanks.
#108
Quote from: Rimrue on May 19, 2017, 05:23:19 PM
Looking at the Powerless mod, I don't believe there's any overlap between it and my Tribal Production mod. The list you posted is basically my Tribal production mod plus Tamma's patched leather and Telkir's floors. If those are the elements you are interested in, I can update it to A17. I may just do it anyway in case anyone else just wants it separate from the other stuff.

Stuff the overlaps with your modpack from Powerless:

Grilled Meals: Come in three varieties: Meat, Veg, and Fine. Provide a small mood bonus, but are slightly more time consuming to make.
Smoked Meat: Like grilled meals, but last for 20 days before rotting.
Grill: Alternative to the campfire for powerless meal production.
Hide Bed: Better than a sleeping spot. Crafted using animal leathers, and color is determined by leather used. The pillow changes color to show if the bed is for colonists, prisoners, or medical.
Charcoal Pit: A pit dug into the ground for burning a large amount of wood.
Smoker: Stone building that can be used to slowly cook meats, preserving them for a short period of time.
Forge: Allows crafting metal weapons using charcoal.
Bellows: Speeds up the crafting speed of the forge and charcoal pit.
Camp Butcher Table: A lightweight table for butchering animals.

Not sure if I missed anything..
#109
Quote from: Rimrue on May 19, 2017, 04:55:16 PM
Aside from the floors which can be found here: https://ludeon.com/forums/index.php?topic=4373.0 and the patched leather which can be found here: https://ludeon.com/forums/index.php?topic=28381.0, the rest are from my Tribal Production mod for A16. I wasn't planning to update it for A17 since I released the Modpack, but if there's enough interest, I can probably do that.

Well, even with a Tribal Production update, there will still be some overlap with Powerless. I'd personally just love a compatibility version that strips out anything that Powerless does so the two mods could coexist.
#110
Quote from: Rimrue on May 19, 2017, 04:27:29 PM
I found out after I'd made my mod that cuproPanda had a similar mod. But theirs seems to be more suited to the Crashlanded scenario, whereas mine is thoroughly tribal. ;)

I understand that much, it's just a shame it's such a pain to use them together when they both offer so much.

The mod list doesn't seem to be very comprehensive, I don't see a source for any of these:

Furniture:
-Storage Box (a place to hide ugly items or protect them from the elements if stored outside)

Production:
-Butchering spot
-Brewing spot
-Art spot
-Stonechipping spot
-Tailoring spot
-Researching spot
-Crafting Basket (tribal version of the toolchest, made from hay, boosts production speed)

Items:
-Cooked eggs (since you can't use eggs in pemmican)
-Popcorn (gives joy, but not much nutrition)
-Large and small totems [Maybe Pottery?]
-Large and small rugs
-Patched Leather (low quality leather patched together at the crafting spot, a good use for all those scraps taking up space in your storage)

Apparel:
-Woven hats and cloaks (made from dried grass or pounded bark, they keep the sun and rain off)
-Muffalo headdress (what every self-respecting Muffalo Shaman should be wearing on the Rim! Like the cowboy hat and bowler hat it gives a small Social boost to the wearer.)

Walls and Floors:
-Barn board floor (uses less wood to build)
-Rough paving (uses less stone to build)
-Random paving (requires research)


Honestly curious if you could make a version of the modpack that strips out elements that Powerless touches upon. It could be forum-exclusive since I don't think cuproPanda has any plans on upload to the Workshop...
#111
The Tribal Essentials Modpack looks neat, but it seems to have a lot of overlap with cuproPanda's Powerless mod. And because everything is bundled I can't really separate what elements overlap.
#112
Quote from: cuproPanda on May 18, 2017, 09:59:01 PM
Updated all mods for 0.17.1941.932!
Did 1941 break a bunch of stuff or are you just making sure to keep the assemblies up to date?
#113
Quote from: AstroFerret on May 18, 2017, 01:57:06 PM
I like that I'm seeing infections again, although I do feel they are a little easy to combat.

Infections ARE easy to combat for any young person with access to modern medicine, unless they're internal infections, and even then if you have access to antibiotics most of those should be easy to take care of.

The most susceptible to them are the elderly, which is accurately reflected in-game.
#115
Getting an error on load with A17 Raiders Can Swim on game launch

Found no usable data when trying to get defs from file Patches.xml
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:156)
Verse.ModContentPack:LoadDefs(IEnumerable`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:168)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:74)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__858() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__856() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

No other mod I have has a Patches.xml
#116
Releases / Re: [A17] SimpleSidearms
May 18, 2017, 01:40:44 PM
Quote from: Goldenpotatoes on May 18, 2017, 01:27:23 PM
Quote from: Love on May 18, 2017, 01:22:03 PM
I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.

Yeah, but A17 introduces dodging melee hits and odds are your brawler is probably using something more dangerous than a knife in that situation. If you're giving them adequate armor, then their bruises won't be much worse than normal.
Hm, I was not aware of a new dodging mechanic... I'll give it a spin, then.
#117
Releases / Re: [A17] SimpleSidearms
May 18, 2017, 01:22:03 PM
I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.
#118
Given there seems to be a lot of complaints with accuracy on A17 (where people would rather hunt with uzis than sniper rifles) I think I'll go with your solution..
#119
Quote from: fjw on May 18, 2017, 10:27:51 AM
QuoteReduced heat wave power a bit and clarified the call to action in the letter.

Oh no. I really liked the challenge with the heatwaves. I don't think it's that hard to be prepared considering you can research passive cooling really easy from the beginning.

Some of us play Tribal starts...
#120
Have you filed a bug report to get the rogue robot thing fixed officially?