Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - LiteEmUp

#121
Outdated / Re: [A17] cuproPanda's Mods (25 Aug 17)
September 02, 2017, 07:50:24 AM
Quote from: SpaceDorf on August 29, 2017, 03:57:30 AM
Quote from: LiteEmUp on August 28, 2017, 08:09:12 PM
Suggestion for additional joy objects:
- musical instruments like piano, electric guitar, drum set.. musician like job where pawns play music instruments together for a concert

- writing table allows you to create "scripts".. and with actor like job, pawns can perform stage "acting" on a spot you can specify..

- writing table allows you to also create "one-liners".. and with comedian like job, pawns perform funny puns on specified spots..

Have you ever heard of a mod called Razzle Dazzle ?

yes i've heard about it.. and im very interested in adding it to my current campaign.. already subbed to it, but not yet activated it.. and the reason why are in the comments section on both the workshop and here in the forums..

well im very interested on that authors 4 mods(razzle, romance diversified, rumours, recon discovery) since all his mods seems to add alot of interesting flavor to the game...
unfortunately reading through the latest comments in workshop and here, it seems like razzle and recon has some bugs that close to being considered game-breaking(depends on your perspective)... and those alone is a deal breaker for me, even though i do really want to play his mods...
and likely the worst part is the author seems to have moved on to other things.. i just checked his steam profile and it seems he is no longer playing rimworld.. which means any big "bugs" from razzle and recon are likely not gonna get fixed, unless someone is willing to share fixes...
#122
Outdated / Re: [A17] cuproPanda's Mods (25 Aug 17)
August 28, 2017, 08:09:12 PM
Suggestion for additional joy objects:
- musical instruments like piano, electric guitar, drum set.. musician like job where pawns play music instruments together for a concert

- writing table allows you to create "scripts".. and with actor like job, pawns can perform stage "acting" on a spot you can specify..

- writing table allows you to also create "one-liners".. and with comedian like job, pawns perform funny puns on specified spots..
#123
Unfinished / Re: [A17][2 mods now] Project RimFactory
August 27, 2017, 05:24:58 AM
Quote from: Spdskatr on August 27, 2017, 04:14:16 AM
Quote from: LiteEmUp on August 27, 2017, 03:46:00 AM
not sure how to restrict your pawns from using tables that has autocrafters on it...

only thing i could think of is changing the restrictions for a level that none of my pawns are at....
The buildings are meant to reserve the table (given that there is no previous reservation).

not sure why though as sometimes my crafters arent building me clothes, and instead jump into my autocrafting tables lol... idk why, they have the materials to keep building clothes for me lol
#124
Unfinished / Re: [A17][2 mods now] Project RimFactory
August 27, 2017, 03:46:00 AM
not sure how to restrict your pawns from using tables that has autocrafters on it...

only thing i could think of is changing the restrictions for a level that none of my pawns are at....
#125
Releases / Re: [A16] More Monstergirls
August 27, 2017, 02:52:04 AM
so this mod has an a17 version on steam(cant seem to find the a17 thread here on forums), and im sure alot of folks are waiting for the a17 ADS patch as well...

currently the steam ADS MMG is only at a16 and the mod author commented that he will get on it in 2 weeks.. nearly end of month and more than 2 weeks have passed, and no word from author on when is an a17 ads version coming...

so is anyone here likely knows how to edit the ads a16 version compatible to a17??? i'm sure im not the only one who would greatly appreciate it...
#126
Quote from: XenGrimm on August 26, 2017, 06:39:57 PM
I think this update should be OK with old saves -pretty sure that note was for the previous one?


Ferrex are fine,
Jaffa I think need updating to work properly, since they haven't been updated since before the alien framework 2.0 change (this next version is more like 2.5 or 3.0)

Ok thnx xen for d info.. ive backed up anyy race mods im playing and alienworks as well.. well only d asari mod is non steam for me since ive downloaded it directly from your github, and it is a17 version compared to steam..


With jaffa likely getting updated, this means an a17 version  :D
#127
Quote from: jpnm92 on August 24, 2017, 11:07:20 PM
Psychology mod frontpage says this mod is not compatible with it. Is it really not? I want this mod pretty bad but Psychology mod became a must for me, i can't play without it anymore.

it works... read below

Quote from: Onasaki on August 14, 2017, 09:18:01 PM
It could be because the psychology mod is created with the idea that there's only teenage, adult, and elderly pawns. Psychology with kids under 15 can be tricky, especially given the very deep way this mod goes into the psychology of our pawns.

It works, but sometimes can create hilarious results when you have a 10 year old with the 'lecher' trait. That's what I'd figure, anyway, there could be something more code-like that I'm not aware of. But yeah, I can confirm it works with psychology if it's loaded after.
#128
Quote from: XenGrimm on August 23, 2017, 08:29:17 PM
There's going to be a big update to the framework in a couple days - and I'll be updating most of my races to match the new setup - so you might need to get them again after that
So xen, should i start backing up the race mods i have and alien frameworks mods i have to a seperate folder in case my saves no longer works with the incomping  alienwoks update??

Ive read on the description of alienwoks on the workshop page that old saves no longer work on the current version...

Im just wondering as well that once alienworks gets updated to the new version, does other race mods likely have to be updated as well or the changes shouldnt have to force an update to those race mods??
#129
so im not sure if this is intended as designed or some unlucky bug??
-- my 2 babies currently would sleep.. and when rest reaches around 15% left, they would wake up and do "baby" stuff like wander areas they are allowed/bathroombreaks/eat food.. i have both babies set to sleep 22 hrs per day and only awake for 2 hrs..

-- this would just repeat, to the point they become either tired or very tired.. didn't came to the point both babies became exhausted.. but it lowered both babies' morales to the point of a mental break... both babies' morales went down coz of relatives dying from an enemy raid...

-- i noticed that both babies' joys are empty coz i removed their access to my living room... so when i allowed them back in, their joy meter got filled.. and both babies finally rested to full and everything went back to normal...

-- so not sure if this was just a minor bug or WAD of game... here is my output log in case: https://gist.github.com/HugsLibRecordKeeper/ebf5f76a0a371e8560307cf4d1b24f5e#file-output_log-txt



also i've heard alien frameworks is about to get updated in a few days.. so it looks like alot of mods are about to get broken lol..

#130
Lol i hope this update dont brake my current save campaign again lol.. i guess i will find out tonight when i get home to play rimworld...

Ladt update with changes to egg fertilization broke my save lol
#131
Outdated / Re: [A17] F*** Not Again Mod
August 22, 2017, 09:11:40 PM
- bookmarked -

Sounds like a fun mod.... im hoping persistent world gets finished.. and that mod with this mod, sounds like fun lol...

Does this save d current status of your pawns that rode the ship?? Like d current age, current social relations, health/bio-upgrades??
#132
Quote from: qxevtnulu on August 22, 2017, 08:43:06 AM
Bug report:(Hosiptality mod and jecstools mod)
Situation A: The mod order :Hugslib>hospitality>jecstools:When the visitors or business come by vehicle , the item on the map or the movement location of the charactors cannot be chosen.
Situation B: The mod order :Hugslib>jecstools>hospitality: When the visitors or business come by vehicle , the item on the map or the movement location of the charactors can be chosen.However,all charactors stand by and stop their job except eating.
I'm not sure this Bug caused by which mod(Hosiptality mod or Jecstools mod). Thanks.

Just to report in.. i have jectools on higher load order over hospitality..
i dont think hospitality and jectools are incompatible... i have both+ sw lightsabers+ sw force mods and all are functioning as normal for me.. btw, i have all from steam workshop if that helps...

I think your problem is probably from that vehicle mod.. you might want to post there to see if they can help you.. and i dont have any vehicle mods...
#133
Quote from: tonsrd on August 22, 2017, 12:54:18 PM
Quote from: Ink. on August 21, 2017, 06:40:25 PM
Just a quick question on something I've must of missed. I've got a bill for my doctors to harvest the ears of some of my prisoners, but they wont operate because they "need materials". What materials do I need? They're in hospital beds and I do have medicine.

go to prisnor tab and click healroot/herbal medicine they wont remove stuff/organs without them.

Lol i havent noticed my docs use meds before pulling out organs(duh it makes sense).. i dont pay attention much to the surgery since i got something else to micro for d time being.. i usually comeback to the harvested organs when it is night time and nearly all my pawns are asleep, then haul quick command on d organs for d haulers d next day lol
#134
Quote from: Ink. on August 21, 2017, 06:40:25 PM
Just a quick question on something I've must of missed. I've got a bill for my doctors to harvest the ears of some of my prisoners, but they wont operate because they "need materials". What materials do I need? They're in hospital beds and I do have medicine.
needing materials?? i don't recall ever needing materials to harvest body parts from prisoners... did this mod got ninja updated lol???
#135
Quote from: jamaicancastle on August 20, 2017, 08:16:25 PM
Quote from: LiteEmUp on August 20, 2017, 05:12:14 AM
another question.. is there likely a future bug or error by just editing the names of specific colonists?? like social interactions of "old name" to "new name" or references regarding that colonist's "pre-edited name"
Relationships are stored using the colonist's object ID, and so should not be affected. Tales - the bits of history that end up on artworks, etc. - do appear to store names separately; you can either live with that, or go hunt down all of the occurrences of that name triple and change them. Either way should be fine in terms of not causing show-stopping bugs; it's just that sometimes artworks or the like might refer to him by his old name.
ok thnx for the info...




another question regarding save editing, assuming you follow the procedures correctly:

assuming i use compatible traits, is there likely going to be long-term bugs to a pawn if i edit and remove/replaceone of their traits??
i have a young 21 yr old engineer who has now 20 skill on construction(recruited her with at least +10 on construction) and multiple good stats across the board, no incapable work, and she has beautiful and hard sleeper traits as well... but what irks me is she has inept trait... it irritates to see her fail often on building stuff and reassigned her to hauling/cleaning to prevent her from wasting anymore resources..


where can i remove an old injury of a pawn??
so here is the background: got attacked by mechanoids.. one of my key colonists got her jaw shot off.. now she is useless as negotiator, even with a 10+ in social... i tried dev mode to fix it, but can't find jaw as restorable body part options.. i bought a bionic jaw & advanced bionic jaw, and can't even perform surgery on her to add it... not sure which mods was it that made jaw damageable body part.. got EPOE & glittertech w/o surgery mods as possible mods that made jaw targetable...