I believe there are still issues with backpacks and such (CE, Apparello, FashionRIMsta if it matters)
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#32
Releases / Re: [1.0] Common Sense - basic AI tweaks
July 09, 2019, 11:06:33 AM
Ah yes right, I forget that a few out there are not using this mod. Oh the joy of seeing your pawn moves 150 tiles to grab a smokeleaf joint and then do another trip to pick-up an adjacent meal.
#33
Releases / Re: Alien Vs Predator
July 09, 2019, 08:38:22 AM
How can I cure a xenomorph impregnation?
#34
Releases / Re: [1.0] Common Sense - basic AI tweaks
July 09, 2019, 08:20:39 AM
Here is a common sense suggestion: don't unload stuff in the reverse order they were picked up, but (not I'm not asking to solve the travelling salesman problem) by dropping to the nearest stockpile stuff.
#35
General Discussion / Feeling Fancy and others moods +
July 09, 2019, 01:49:06 AM
Hey,
How do you acquire 'Feeling Fancy' for your pawns? Do you need to have only Normal+ quality items with 51%+ condition?
Is there anything others mood boost related to apparels?
How do you acquire 'Feeling Fancy' for your pawns? Do you need to have only Normal+ quality items with 51%+ condition?
Is there anything others mood boost related to apparels?
#36
Releases / Re: [1.0][MODLIST] Fluffy's Mods - last update: 6-6
July 04, 2019, 11:10:10 PM
Hey,
Lets all lobby so that the mod is part of vanilla who would be insane enough to not use it?
Sad said, if we could filter the mods by date added, this would help remember what were the mods you just subscribed to!
Lets all lobby so that the mod is part of vanilla who would be insane enough to not use it?
Sad said, if we could filter the mods by date added, this would help remember what were the mods you just subscribed to!
#37
General Discussion / Re: Zoom to cursor
July 02, 2019, 11:18:08 PM
Yup, This is what Pardeike said, and that's what I do!
#38
Mods / Re: This part from Fluffy Colony Manager would be awesome
July 02, 2019, 04:07:48 AM
And much more... With a big panel.
#39
General Discussion / Re: Any way to revive world pawns that are registered as dead?
July 01, 2019, 07:41:27 AM
Character Editor mod would do the job I believe
#40
Mods / This part from Fluffy Colony Manager would be awesome
July 01, 2019, 04:03:48 AM
... as a standalone, tiny mod. Understand what the pawns are doing at a glance!
#41
General Discussion / Re: Regrettably, idiot hunter behavior
July 01, 2019, 04:02:11 AM
Ah, the 'that's the mod fault' excuse again!
I'm using a rifle...
I'm using a rifle...
#42
General Discussion / Regrettably, idiot hunter behavior
July 01, 2019, 01:07:42 AM
That's a pity you still have to monitor your hunters in 1.0. I just had my hunter who fired at his target rhino at a distance of ... two tiles.
Guess what happened?
I don't get that, really. This is release version!
Guess what happened?
I don't get that, really. This is release version!
#43
General Discussion / Nonsensical NPC caravan behavior
June 30, 2019, 03:46:39 AM
I find somehow unimmersive that when a NPC caravan on your map get attacked by a third party (by an hostile animal, an ongoing raid, anything), they leave on the ground their wounded and the trade goods of their downed animal.
#44
General Discussion / Re: Needs don't change
June 29, 2019, 11:36:56 PM
Too many mods... I suspect perhaps the AvP mod that add systematically the 'unbloodied' hidden health status. But ... I found a saved game editor here
https://steamcommunity.com/sharedfiles/filedetails/?id=1739749298
And then if interested, you can read my remarks about how I managed to get back my pawns in working order. The mystery remains though.
TL;DR: Looking with the saved game editor, even checking hidden health status, revealed absolutely nothing suspicious about the pawns. Fiddling with their needs 'primed' them again to behave normally. Very odd. Only the great master (aka Mister T.) of all things unknown could bask us with his truth I guess
Your editor is working awesomely well. I had for reason unknown 2 pawns stuck with their needs not changing at all for 5 days. Like one was at 24% sleep level and was constantly sleeping without any update. The other was will all need filled and could work for 3 days along while still being belly-full, sleep-full etc.
Inspecting the pawns with your editor revealed nothing, not even checking hidden health issue revealed anything.
Then I decided to budge a bit their needs, and strangely, oddly, they started to update as they should in game.
I'm very curious what could have happened. I mean if they were 'stored' without issue in a saved game, what caused them to misbehave even when loading/saving? And why changing their needs a bit 'primed' them again?
https://steamcommunity.com/sharedfiles/filedetails/?id=1739749298
And then if interested, you can read my remarks about how I managed to get back my pawns in working order. The mystery remains though.
TL;DR: Looking with the saved game editor, even checking hidden health status, revealed absolutely nothing suspicious about the pawns. Fiddling with their needs 'primed' them again to behave normally. Very odd. Only the great master (aka Mister T.) of all things unknown could bask us with his truth I guess
Your editor is working awesomely well. I had for reason unknown 2 pawns stuck with their needs not changing at all for 5 days. Like one was at 24% sleep level and was constantly sleeping without any update. The other was will all need filled and could work for 3 days along while still being belly-full, sleep-full etc.
Inspecting the pawns with your editor revealed nothing, not even checking hidden health issue revealed anything.
Then I decided to budge a bit their needs, and strangely, oddly, they started to update as they should in game.
I'm very curious what could have happened. I mean if they were 'stored' without issue in a saved game, what caused them to misbehave even when loading/saving? And why changing their needs a bit 'primed' them again?
#45
General Discussion / Needs don't change
June 29, 2019, 10:23:31 AM
I have 2 pawns that have no changes in their needs since 5 days. One is always at 24% sleep so always want to sleep, and one has all his bars full, so can work each and every hour without tiring or anything (like a robot).
That's probably mod conflicts, I don't see what it can be. Has anyone experienced that, so I try to identify the conflict?
That's probably mod conflicts, I don't see what it can be. Has anyone experienced that, so I try to identify the conflict?