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Messages - Love

#31
Quote from: Traditionology on May 30, 2017, 07:11:05 PM
Hey! Love your mod, been using it for a while now. Thanks for the quick update. Why'd the moats change to mud moats?

Probably the introduction of rivers.
#32
July 1st? Are you a time traveller?
#33
Outdated / Re: [A17] Economic Stability
May 30, 2017, 05:25:48 PM
I assume this is only when you make the effort to form a caravan and trade at their settlement?
#34
This looks good. Could you somehow incorporate FashionRIMsta into the mix and balance them all as one complete product?
#35
Quote from: Rah on May 30, 2017, 01:32:11 AM
I was hoping for a hotfix from Tynan, but I don't think anyone reported it to the bug forum. So I might release a small update soon for the people who are interested in this.
I'd appreciate it. Tynan doesn't seem very keen on hotfixes these days, we went through A16 without a single update.
#36
Quote from: Rah on May 28, 2017, 02:01:03 PM
I saw that one earlier. It seems like it could've been a mistake by the devs, so I might tweak it a little bit. I do kinda like the increased coverage for organs though. It spices things up a bit, but we'll see. Thanks for all the links and suggestions.

Could you at least lower coverage for external things, like fingers and toes and ears and whatnot?
#37
Given you seem to be expanding Fewer Ruins, I'd like to request some sort of slider for controlling mud and marshes. They really seem far too plentiful.
#38
Mods / Re: [Request] Less Mud/Marshes
May 29, 2017, 11:25:24 AM
Quote from: WarlordToby on May 29, 2017, 11:20:14 AM
Rainy areas are more swampy. You might want to consider a place like, lets see...
Deserts, boreal forests and whatnot.

They're not rainy areas I'm generating. Boreal forests still have a ton of mud and marshes. Temperate forests too. I'd expect this amount of mud and marshes from tropical.
#39
Outdated / Re: [A16] Mine It All
May 29, 2017, 10:32:10 AM
Quote from: largejaroalmonds on May 29, 2017, 10:29:15 AM
Is anyone working on an update for this one?  Or are there any alternatives for A17 that anyone knows of (I'm mainly interested in the 'mine vein' aspect')?  Thanks!

https://ludeon.com/forums/index.php?topic=9616.msg328576#msg328576
#40
Mods / [Request] Less Mud/Marshes
May 29, 2017, 09:25:27 AM
Every map I generate feels like a swamp with how wet it is.
#41
Could you make schist a far more rare map spawn? It is very unpleasant to look at.
#42
Very useful, thanks.
#43
Quote from: Canute on May 29, 2017, 03:37:50 AM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)
What do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
Large glowstones are results from mining.


I'd personally rather not have magic in the mod...
#44
Outdated / Re: [A17] Animal Hoods
May 28, 2017, 08:34:09 AM
Error when generating a new world.

Failed to find any texture while constructing Multi(initPath=Apparel/Hoods/MScarabHood, color=RGBA(0.000, 0.416, 0.494, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
RimWorld.ApparelGraphicRecordGetter:TryGetGraphicApparel(Apparel, BodyType, ApparelGraphicRecord&)
Verse.PawnGraphicSet:ResolveApparelGraphics()
RimWorld.Pawn_ApparelTracker:<ApparelChanged>m__34A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#45
It lists EPOE compatibility but not RBSE, does that work out?