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Messages - Dr_Zhivago

Not sure if it is on Ludeon's side or Steam. My first thought is that some self-righteous people are reporting the mod on Steam, and it's just auto-removed b/c a certain number of reports was hit. Honestly not sure how that flagging system works. OP might know more about which party is behind the removal.

Either way taking down the mod, whether it is from Steam or Ludeon, is ridiculous. Especially considering Vanilla mechanics and the general modesty that the mod has. A lot of people used the mod as well, so it wasn't just some niche creation that only a few people found useful. I can also understand the distress of the mod author, because the removal is so arbitrary. I would be upset if Ludeon or Steam decided to remove one of my mod creations from the Steam Workshop, especially if a similar concept was already incorporated into the game.
Quote from: ReZpawner on March 18, 2019, 08:20:27 PM
Masturbation is perfectly legal for anyone at all - DISPLAYING it, however, is completely and utterly fucking illegal in almost all first world countries. You'll note the use of the word "depictions" instead of "pictures of", which means that if a below 18 year old pawn in RimWorld should masturbate, then Ludeon Studios could legally be complicit in enabling the creation of child pornography - the mod creator would DEFINITELY go down for it.

The PR nightmare that would follow is something that no developer would want to touch with a 10" pole. It's just not worth it. Just be glad that you CAN make mods like that if you so wish, instead of being pissed off about the distribution.

There are mods that do far worse than allowing the possibility for masturbation to be a source of joy (including minors of all ages), and no one is chasing them with pitchforks. In-game loving of minors already exists between minor and adult pawns (if we are going to call the Vanilla min. age a minor).

This mod is essentially the same animation as "meditation" so there is no graphic display of anything sexual. Seems a bit absurd to flag the mod, unless you're going to pretend that masturbation is so heinous and no one should participate in it to any extent.
Quote from: Mosart on March 08, 2019, 12:51:51 PM
I really like this idea. But seems mod not working at me :(

That's not a very useful comment to make. If you want help you need to describe your issue and provide an error log. If you have HugsLib, simply press CTRL + F12 in-game and paste the link. If HugsLib doesn't work, press Ctrl + F12 + Alt at the same time and paste it into
Quote from: henk on March 08, 2019, 12:54:26 AM
But what if my workbench setting says different?
There is an option in almost every workbench to only let certain people do this task. What if I chose person A to work on this project only (because of highest skill). Will person B still work on it after it was paused by A with this addon (because it was changed to everyone)?
Or does the workbench setting overwrite the mod setting?

If you select a job to be worked by only one person, then only that person will do that job. If the job is set to "everyone" then everyone can work on the same project, without making 10 different unfinished products.
Amnesia has been released:

Removes all Vanilla starting research.
DocWorld has been updated:

Date Format: DD/MM/YYYY

**v1.0.10 (04/03/2019):**

Moved the Changelog into the
Fixed RoM-Bones_StuffedFloors patch
Changed underground conduit defName, this will delete conduits from ongoing saves (so replace them).
Buffed the mass of various minifiable Vanilla items (only items from 1.0.0 release of DocWorld).
Removed "Weapon Tech" error fixing patch, no longer needed.

IF "DDA Security and More" AND "Doors Expanded" are installed:
Remove DDA blastdoor research and replace research with Doors Expanded version.

IF "DDA Security and More" AND "Fences and No Floors"/"Fences and Floors" are installed:
Remove fence research and move fences to Fences tab.

IF "Dubs Hygiene" AND "RF Fertile Fields" are installed:
The composter is usable and produces RF Fertile Field compost. May cause minor issues with ongoing saves.
Returns previously removed JobDef "LoadComposter" and "UnloadComposter".
Returns previously replaced "WaterFiltration" research prerequisites to "SepticTanks".
Returns previously removed "SewageSludgeComposting" research.
Returns previously removed "BiosolidsComposter".
Returns previously removed WorkGiver "UnloadComposter".
Returns previously removed WorkGiver "FillComposter".
Continues to remove "BiosolidFertilizer".
Continues to remove "Biosolids".

IF "LED Lights" is installed:
Move all lights to Lighting tab.

IF "Repair Workbench" AND "Survival Tools" are installed:
Add tools to weapon repair recipe.

RollingTable has been updated:

Smokeleaf Industry compatibility added.
Love this, helps minimize waste.
Hey Dubwise. I was planning on making a patch for DBH and another mod using a modified version of a biofuel refinery. However I changed my mind and will no longer be using the art assets I created. If you want to use them for a composter or anything, feel free. Assests are in a .rar attached to this comment.
Imgur Link

[attachment deleted due to age]
Quote from: Densevoid on February 13, 2019, 02:28:44 PM
I would really like to use Pick Up and Haul mod, but I immediately met the reason because of which I could not do it....

See quote below.

Quote from: Mehni on December 23, 2018, 07:10:11 AM
You're a bit outdated Canute. Pick Up and Haul introduced smarter unloading in v0.18.2.0.

Last time I sat and watched some pawns unload it went like this:

1. Pawn hauls away the first thing they have in their arms. If their inventory was full, that'll be the last thing they picked up.
2. Subsequent unloadings use Pick Up and Haul's internal unloading sorting, which is by item category.

There's one inefficiency in there: The hauled thing in #1 isn't always the first type of item in #2. That's because the item in #1 never touched the inventory and thus didn't get sorted. This is an inefficiency I am willing to live with considering the amount of work vs payoff. Besides, it's already a lot more efficient than vanilla.

If I'm wrong, and pawns literally go all over the place while unloading 3+ stacks, I'll need some exact repro steps.
Quote from: dosboy69 on February 13, 2019, 03:40:10 PM

Thanks for this mod!  Wondering how does one first make "mixed lumber"? 

I am playing "Naked brutality" with CE and need to craft some arrows asap.  The only two types of trees I have on the map only give a certain type of lumber I can't use.  The only woodworking bench I see needs mixed lumber to create???

What am I missing?  Would like to give this mod a try.  Also, could you please tell me the mod order I need.  I am using the garden mod you speak of.

Thank you.

Use a crafting spot to turn logs into lumber at first.
Quote from: Cairbear on February 03, 2019, 01:22:57 PM
Personally the bones were a big, big resource used for building in my bases, and i dont really like the look of the bone walls so i used the standard ones. I'd really prefer either Bone Lumber or the bones being usable in the standard walls again, 'cause now they're just sitting in my stockpile with not much else to do with them

You can refine them and use them in building again. So if you make bonecrete or bone ash or the calcium polymer
Quote from: UnlimitedHugs on January 16, 2019, 12:44:48 PM
Quote from: NoCanDo on November 14, 2018, 05:31:40 AM
Urgent Haul is awesome, but any way to add Urgend Sow for field workers?
A generic "prioritize work" tool would be quite a bit of work, and would impact game performance a bit.
I think Fluffy made a mod to prioritize specific areas for a given work type, if that suits your needs.

Achtung has a nice "Force Work" tool.

Quote from: 中村ジロ on February 08, 2019, 07:34:34 PM
Do pawns need a weapon equipped for "Finish off"? Can they use a gun?

It's dependent on Melee skill (I think maybe 6 or 8?), other than that anyone can do it.
Releases / Re: [1.0] Smart Medicine
February 08, 2019, 12:00:53 AM
Quote from: togfox on February 07, 2019, 08:09:18 PM
Does this expand or enhance a pawns inventory? Can a pawn carry a simple meal AND a herbal medicine? Would this mod let a pawn carry more than they normally could in vanilla?

Expand? Not really. Enhance? Sure. It allows you to designate drugs/medicine to be carried around in inventory based on your desired number. (eg: carry 10 herbal medicine and 1 beer).

Yes can carry multiple items.

Does not change the total carry weight of a pawn, so they may not be able to pick up items if too burdened.
Quote from: ww9 on January 14, 2019, 01:20:21 PM
Thank you so much for updating, maintaining and patching Vanilla Animals Overhaul!

No problem. Glad you've found the update useful.
Quote from: BlueTressym on January 16, 2019, 02:41:49 PM
If there is anything I can do to facilitate this, please let me know.

Idk how much experience you have modding, but I'll give you a brief detail of what you'll need to do:

1)Create a "ThingDef" for the wood log of the trees in question.
2)Create a "ThingDef" for the wood lumber of the trees in question.
3)Add "harvestedThingDef" to the existing defs of the trees in question.
4)Add the wood logs you created in the first step to the fuel filter patch, or create a new fuel filter patch.