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Messages - Ruisuki

#856
yeah! that looks like a fantastic mod. Love how killface integrates other mods into his own. Ive heard of a bug that makes the colonist bar disappear when forming a caravan after some game hours so im hesitant to try it out
#857
Outdated / Re: [A16] Psychology (2017-2-2)
March 28, 2017, 02:15:24 AM
i have a few pawns with it. If i keep going it should stop giving me a malus then? Is it the sme for trait treatment or is that always just temporary?
#858
I really appreciate the care you take into making different versions. Specially after looking at what looks like an amazing mod(medieval times) and noticing stone hearths and stews might make frozen biomes too easy, more choice in difficulty is a really nice thing to have.
#859
General Discussion / Re: Pack animals not showing?
March 27, 2017, 04:13:24 PM
Quote from: GiantSpaceHamster on March 27, 2017, 03:54:00 PM
Quote from: Ruisuki on March 27, 2017, 10:29:46 AM
Quote from: b0rsuk on March 27, 2017, 10:13:22 AM
I think they're grouped by age and sex. Do you need to differentiate between them ?
Yes i want to take specific animals with me to another colony.

Just to clarify, you're saying that there are differences (aside from just the name) between animals that are grouped together in the caravan list? Is it that one of the animals is bonded to a colonist and you want to pick that one out to send with that colonist in a new caravan? That's the one scenario I can think of where you might have trouble.

While not ideal, you could make a whole bunch of caravans, one for each of the ones in the group, then identify which new caravan has the one you want, and merge the rest back.
well if i pack animalls with my inventory id have to unpack and repack. idk how i can identify the muffalo i want to take when there are 3 named muffalo 9 for instance, and by clicking on the arrow to take one with me i dont get to choose which it is. If i were to run a caravan individually as you suggest it may be possible by then cancelling the other two was hoping for a more elegant solution, but this may have to do. Maybe tynan will improve the caravan system. Thanks mate
#860
are all the hairs included in the hairpack blonde or can they be of any color? not integrated into killface's facial stuff is it?

Quote from: daman2590 on March 19, 2017, 10:59:50 AM
Quote from: Ruisuki on March 19, 2017, 06:05:34 AM
Quote from: Trigon on March 17, 2017, 06:42:41 PM
Rimsenal is incompatible with combat realism.
You dont need rimsenal core to run factions tho right?
as far as i know, they have never done (been using this mod since A12) only the MOD factions use them
theyll still use them if i dont have the core installed then
#861
Quote from: ChairmanPoo on March 26, 2017, 02:07:59 PM
No, Cults includes pews by default
On the front page the Op says: Recommended mods
   Modular tables (for proper temple pews)
   Cosmic Horrors (for summoning actual monsters)
   Industrial Age (for great lighting)

Putting the modular stools one row below/above seems to combine them however, instead of looking like separate pews. So is the original post wrong and this mod includes pews? I cant get the same image with that mod?
#863
General Discussion / Re: Pack animals not showing?
March 27, 2017, 10:29:46 AM
Quote from: b0rsuk on March 27, 2017, 10:13:22 AM
I think they're grouped by age and sex. Do you need to differentiate between them ?
Yes i want to take specific animals with me to another colony.
#864
yeah i assumed the joy shooting would be done on their won but was expecting a bill to shoot for exp. so far nobodys even used the joy archery or shooting dummies.
#865
is this a change tynan is implementing to make modding easier or something you are coming up with for your mods? a framework?
#866
i read in a previous version of fireplace it wasnt possible to shut off? Is it now?

Also what mod are the seats next to the tables in the picture, im assuming not included
http://s25.postimg.org/czp48avi7/Fireplace_Pic.png
#867
General Discussion / Pack animals not showing?
March 27, 2017, 02:01:10 AM
https://ibb.co/mD5CYv

So i notice sometimes my pack animals are lumped in together despite having different names(numbers). For instance there are 3 muffalo named muffalo 9 despite the fact that only one actually exists. Theres no muffalo 10 and 16 showing in the caravan screen above despite those being the muffs I want to take with me. Idk why they are lumped in with other muffalos whose numbers dont correspond with their own, but it makes differentiating between them impossible, so travelling a nightmare. Unless im missing something simple, a button to actually show every single muffalo instead of them being overwritten as is?
How do i separate them to know which animals im actually taking with me?
#868
Quote from: Madman666 on March 26, 2017, 05:43:28 PM
Quote from: Ruisuki on March 26, 2017, 08:48:46 AM
for shooting training mod...am i just supposed to shoot at it? because right clicking bnrings up no options. Only the melee dummy brings it up after I drop my weapon. Whats the difference between the shooting target the mod adds and me just shooting at a wall? Just the HP difference??

The archery dummy also offers me nothing

Archery target is only joy object. Ranged dummy adds a joy activity that slowly increases shooting skill, but you can't assign a person to do it - they might do it on their own in their free (joy) time.
so both the archery and shooting dummies ae used by pawns on their own and cant be manually chosen by the player unlike the martial dummy?
#869
Just one step away from clothing we almost there haha....
#870
the morebeds(cloth) downloadthats compatible with morefurniture cannot be found on dropbox