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Messages - Dr_Zhivago

#46
DocWorld has been updated:

v1.0.9 (06/01/2018):

IF "Architect Icons" is installed:
Added more mod support for pictures.

IF "Change Dresser" is installed:
Added compatibility to [sd] Goodnight, RIMkea, LOTRE, Gloomy Furniture, Medeival Times, Polyamory Beds

IF "Dubs Bad Hygiene" is installed:
Move "Ceiling Fan" behind electricity research.

IF "Extended Storage" is installed:
Adds some categories to various storage furniture for better compatibility with "RimCuisine" and "Rim of Madness - Bones"

IF "VGP Xtra Trees and Flowers" AND "Realistic Planets" AND "Expanded Woodworking" are installed:
Add wood logs and lumber to VGP Trees.


RollingTable has been updated:


General code optimization.
#47
Releases / Re: [1.0] SeedsPlease!
December 27, 2018, 05:04:14 AM
Quote from: ertzuiop on December 27, 2018, 04:39:26 AM
Dont have Atchung.
Tried the master, but the issue remains. Attached a screen you can see, how the pawn sows without having seeds.

Try including a HugsLib log(share logs button), or copy the log (ctrl+f12+alt) and post in on a pastebin link. It'll help with diagnosis.
#48
Quote from: ambivalence on December 25, 2018, 01:24:08 PM
Is it safe to use Dubs Bad Hygiene + SeedsPlease + VG + [RF] Fertile Fields, if the first of them was added to the existing save (the rest, including your patch, were already there)? There's already some mode that uses fertilizer (for hydroponics), I guess it's VG. Is it okay for DBH? Thanks.

I never used VGP Garden Tools, so that won't be touched by my mod at all. I do not know if Garden Tools relies on the other mods in any way, so there could be a potential issue there. If you're adding DBH to an existing game with my patch already running, then it should be fine (as the items will be removed before loading the save-game so long as you restart after changing modlist). Just back-up your save as a precaution.
#49
Nope, like Canute said, you can even just use Vanilla.

As a side-note... If you do not like a patch, and use the mod effected, you can also remove the patch. I've tried to make the patches pretty modular so you can just delete the patch in question from the patch folder.

Edit: This is in reference to the mod DocWorld
#50
DocWorld has been updated:

v1.0.8 (18/12/2018):

Updated Vanilla and modded miniaturisation Defs.

Removed "Expanded Woodworking"/experimental patches, as they are now integrated into the main mod/not useful.

IF "High Tech Labratory Facilities" is installed:
Moves countertop behind complex furniture research.

IF "RimCuisine" AND "SeedsPlease" are installed:
Removes extra cocoa recipes and items.

IF "RIMkea" AND "CuprosStones" are installed:
Allows all chunks to be used for BULDRESTStool.

IF "VGP Garden Fabrics" and "Vanilla Animals Overhaul Reloaded" are installed:
Allows new wools to be used on blended wool recipe.

IF "VGP Garden Fabrics" AND "RimCuisine" are installed:
Wild flax drops raw flax instead of cloth.
#51
If you're using the VGP version of this mod, then you should be using the main version as well, so you should be getting the updates.
#52
Releases / Re: [1.0] Animal head trophy v0.09 - ALPHA
December 18, 2018, 05:51:33 AM
I've been taking on the updating of the mod "Vanilla Animals Overhaul" and in that mod there are animal horns from butchered corpses. Maybe we could create a way for you to use them for mounted horns?

Edit:
Github: https://github.com/DrZhivago1/KK_AnimalOverhaul
Ludeon: https://ludeon.com/forums/index.php?topic=47165.msg447419#msg447419
#54
Quote from: Caffeine Zombie on November 12, 2018, 08:59:29 AM
I've got some free time and kinda updated the mod to 1.0
That required redoing ibex and thrumbo wool stats from scratch, so I'm not sure they are well balanced. All other things are fine, except those that were already implemented in vanilla, I've removed them.

I took what you did and made it more accessible with some changes to it. I gave you credits. Also kaptain_kavern, if you have any comments/concerns in the future, let me know. My Forum
#55
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
December 10, 2018, 03:46:40 AM
Hello. I am wondering if there is a way for you to integrate this mod with "Numbers" which is currently taken care of by Mehni.

The animals you introduce must be using a different comp class than "shearable" or "milkable" or what-have-you, because they do not appear on any of the "Numbers" columns.  I have some pictures here of what I mean. E.G. the "raw mushroom growth" of the "Wildpod" does not appear under "wool growth", "milk fullness", or "egg progress". If the comp classes for your new animals were made in a way that the fungal growth for a "Wildpod" (and every other animal with growths) could be detected by "Numbers" (or any other mod using similar features e.g. "Animal Tab" by Fluffy), then it would be easier to see at-a-glance which animals are close to needing harvest or shearing. This is the section in "Numbers" that allows for animals to appear on the "wool growth" column.

Anyway, just an idea for better integration with other mods, if possible.
#56
Quote from: zwillhill on December 10, 2018, 01:25:27 AM
thanks for your MOD. I found a issue, would you fix it plz?

That's not a problem with the mod. Change your key bindings.
#57
Releases / Re: [1.0] SeedsPlease!
December 08, 2018, 09:20:38 PM
Some other things I've noticed with the mod "RimCuisine". Two bugs so far.

You can extract "bee" seeds (from mature bee-hives which are produced from wild bee trees), which is probably another <sowTag> issue due to the bee-hives being harvested from a wild tree (non-sowable by pawns).

The other is that you can try to extract "cocoa" seeds.... but it won't truly work. It'll appear to work, but upon reloading your save it will disappear and break your save.

Edit: I think my guess was off, but the bug still exists.
#58
Quote from: ruyan on December 08, 2018, 05:36:17 AM
Do you want a pull request on those and look over them?

Sure, I'll look it over and see
#59
Quote from: ruyan on December 07, 2018, 08:05:52 PM
Thank you so much for your mods mate. Not only do I like the changes you've made, I also appreciate the fact that you put DocsWorld on Github as I use it to learn about xml modding in Rimworld and already made some changes that fit my mod setting.
Cheers

No problem mate. I'm glad to hear you're enjoying, and I saw the fork you made. That's pretty much how I learned. Thinking of something I wanted and then looking at what other people had done. Rolling table was my first mod haha. Still learning though, so you might see changes in my xpathing style as I get better!
#60
DocWorld has been updated:

Change notes under "code" for the fifth release.