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Messages - nmid

#31
I saw Latta post in another thread.. hope he gets around to updating this for A11 :)

Ps - Please release a patch that works for both A11b and A11?
Ty !! :D
#32
Quote from: Dragoon on July 07, 2015, 02:03:11 AM
For some reason I can't see your weapons in prepare carefully (I can see the armor that has the defective self destruct just fine).

This should help

Quote from: nmid on June 23, 2015, 06:12:24 PM
Quote from: Dragoon on June 19, 2015, 11:52:23 PM
I can't get this to work in prepare carefully I don't see any of the weapons. (I haven't seen any raiders with them either)

add
<weaponTags>
      <li>Gun</li>
      <li>AdvancedGun</li>
    </weaponTags>
to whichever weapon or weapon base you want edb prep to show.

Currently it's only in BaseHumanGun Thingdef.. adding it to an individual gun or to the parent class (under this)
<ThingDef Name="BaseGun" Abstract="True">
will work.
#33
I love using the fast floors tweak with this mod :)
#34

- V1.3a    https://www.dropbox.com/s/y4c85klxqin803c/ToolsForHaulV1.3a.zip?dl=0
- V1.2a  https://www.dropbox.com/s/w8w17g1bciyxxnt/ToolsForHaulV1.2a.zip?dl=0

--------------

Can you please tell us which version is for A11?
I haven't moved to A11b and I want to use this in one of my A11 colonies.

Also, can I use this in my existing colony?
#35
7+1=8

@iame, which number?
#36
I really like this mod and would hate to start a new game without it.
This mod is one of my must-have mods for RimWorld.

The latest version (from the overhaul mod pack) seems to ignore the animal selection (or more specifically de-selection).
I deselected rimdogs (a custom animal, which surprisingly showed up in autobeacon's animal listing - unlike the various trees and wild plants), but AHB still caused my colonists to go around hunting dogs.

Being a dog lover, I hated butchering them.
Humans? I don't mind.. Dogs? Nah... they look so life-like :(
#37
Hi,
I have posted earlier and I've said that I really like this idea.
I appreciate your effort in making this mod, ty.

On using this, I observed a few things..
-----------------
The food calculations / efficiencies don't scale up, unless I am missing something.

10 Raw food + 1 metal ore = 10 cans.  It has a 85% nutrition + 2% Joy.
On the other hand, a simple meal takes 10 raw food for 75% nutrition + 3% joy.

If I eat raw food, I use (7 raw food for 35% nutrition).
If I eat a meal, I use (10 raw food for 75% nutrition).
If I eat a can, I use (2 raw food for 85% nutrition).

Also to confirm, you eat 2 cans in 1 go?
I wasn't able to find maxNumToIngestAtOnce in the XMLs.
I only observed it by checking in game.
-----------------
Next, canned food is classified as raw vegetarian food in the category menu.
This means that canned food is used to prepare meals :(

My dilemma is that canned meal is either a way to preserve food (life) but meant to be used for further cooking, or a meal (with increased nutrition, but can't be used for cooking). We should decide between one of the two uses.
-----------------
Finally, don't mind me.. but can you please tidy up the xml a bit. It would be really helpful to read it easier :).
-----------------
#38
quarter past 7
#39
MAI - trigger stacking.. can more than 2 events trigger at the same time?

Explaining further, I mean if I have a rumor incident and I keep postponing it, will other events trigger?
I think yes, as we can get a eclipse + raid at the same time, but I wanted to check.

#40
Awesome. That's all I wanted, that you checked and found nothing wrong/took care of it.
I'll add this mod when it's released... do let us know if we can add it to a running game.
Cheers.
#42
awesome..

I think ninefinger mentioned something about the mod taking a lot of system resources or leaking memory problems? Not sure...
#43
I had asked before as well, but as I'm not a coder I guess the earlier response went over my head :p

I was hoping that A2BCorp could come up with some way of making it more .. usable (for me) :)

(also, I had a mental block in trying to understand what a core haul job driver was the 1st time around... now I'm just reading it as a non-coding term and it sorta makes sense :p)

Anyway, thanks for replying.
#44
awesome. A11!

Quick question, is there any way to limit the loading radius for the loaders?
I had to do a lot of mm with priorities to ensure my colonists didn't try loading the loader from the other extreme side of the map... or even from the end point to the starting point.

I don't want to do a horseshoe conveyor build as it turns out to be expensive in materials + space + power.
#45
yummy..
I have so many factions, my faction page is so long that it takes me one min to scroll to the end of the list...
and I have to make sure they all trigger without being spammy :p