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Messages - Love

#181
Any progress on that?
#182
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 07:05:32 PM
Is there any way you can have your A Dog Said patch override the items appearing on traders so it's consistent with your mod?
#183
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 06:46:57 PM
Perfect, thank you.

Quote from: Atelerd on December 27, 2016, 06:44:08 PM
It's really great that you have removed vacilium, it was only unnecessary complication.
Little suggestion: prosthetic, being advanced machinery, should cost more in components and less of steel, it sounds much more logical for me.

Yeah, I'd rather see more components and medicine necessary. Maybe get rid of the giant steel cost altogether and have them fully plasteel. It would be more logical.
#184
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 05:12:38 PM
Quote from: Adalah217 on December 27, 2016, 05:06:13 PM
This is exactly what I was looking for! Thanks! I think I will miss the wooden foot, but I agree with you on every other aspect of the mod (including removing the golden eye and eye patch).

Hope you look into A Dog Said version of your mod, although I think it's largely unnecessary
I disagree, A Dog Said pretty much gives you full access to everything right out of the gate, has its own costs and workbench, etc.

Making an addon for it would allow all those parts to be part of these workbenches and research mechanics.
#185
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 04:22:06 PM
Also, I recommend some other form of rebranding other than 'Hardcore'. One would imply it's simply a difficulty change but it does a lot more than that.

Will traders still randomly have a chance to have prosthetics for sale or did you remove that completely?
#186
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 04:13:32 PM
Any chance of doing an A Dog Said No Crafting patch?
http://steamcommunity.com/sharedfiles/filedetails/?id=734709234
#187
Quote from: Oken on December 27, 2016, 02:55:24 PM
Hello Love, can you modify the weight value of the items on this mod? Is weird that one paper weights 1 kg but 1 book weights 1 too (default I guess?)

Thanks a lot for you work again!
I'll keep that in mind, though right now I'm focusing on something else.
#188
Quote from: alsoandanswer on December 27, 2016, 05:52:29 AM
also might be a bug, but whenever i try to upgrade my bookcase, the blueprint is already there, but they keep picking up and dropping the wood on the floor. might be a bug on my part.

probably something to do with HandMeThatBrick.

Fixed, thanks for the report. It wasn't HandMeThatBrick.
#189
Outdated / Re: [A16/15] Aeryl's Mods (24 Aug 2016)
December 27, 2016, 01:40:45 PM
Nope, I only did Traps Rebalanced.
#190
Quote from: alsoandanswer on December 27, 2016, 05:52:29 AM
also might be a bug, but whenever i try to upgrade my bookcase, the blueprint is already there, but they keep picking up and dropping the wood on the floor. might be a bug on my part.

probably something to do with HandMeThatBrick.
I'll look into it.
#191
Quote from: faltonico on December 27, 2016, 01:32:30 PM
Quote from: mrofa on December 27, 2016, 07:23:00 AM
Big thx to Love for beaing a persistan bugger :D
Now I kinda like him though xD
Thanks a lot!
her
#192
Yeah, poor phrasing - similar functionality is what I meant.
#193
Any mod that affects pawn building behaviors also has some effect on hauling, they're pretty closely linked. I deactivated any other mod that affected hauling in any way by searching all the assemblies in my Mods directory for the word 'haul' with Agent Ransack, and I did some talking with ZorbaTHut about the errors (because at first I was suspecting his mods at first).

Thus far I have not been able to come up with a way to reliably reproduce it other than trying to agitate the pawns with constantly changing qualitybuild blueprints but I thought you should know.
#194
Releases / Re: [A16] Hatti's Modlist (Updated 26.12.2016)
December 26, 2016, 06:07:07 PM
Hey Hatti, this error is being thrown seemingly at random times. After doing some troubleshooting I'm 100% sure it's something up with QualityBuilder.

Invalid count: 0, setting to 1. Job was HaulToContainer A=Thing_WoodLog15500 B=Thing_Wall_Blueprint71991
Verse.Log:Error(String)
Verse.AI.Toils_Haul:ErrorCheckForCarry(Pawn, Thing)
Verse.AI.<StartCarryThing>c__AnonStorey41A:<>m__67B()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<UninstallIfMinifiable>c__AnonStorey22F:<>m__41()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey460:<>m__6C9()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#195
So that was a solid 7 hours of my life devoted to fix what turned out to be a nightmare of a bug. Apparently if an object isn't loaded into the architect menu, it never receives a 'blueprint' from the game's code. The fix was only a few lines of code, but did it ever take a long time to get to that point.