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Messages - Kori

#1
I thought of it more as a possibility to customize the mod to personal preferences..
Especially due to personal relations to my colonists (and sometimes also other reasons) I sometimes really want to recruit an Empire pawn, so it would be very nice if that would not be completely impossible.
Okay, thank you! :)
#2
Unfinished / Re: [1.1] Prison Labor
July 08, 2020, 09:26:15 AM
Thank you very much for the update! :)
Should they be able to refill refualable buildings now, too?
#3
Is it possible that one of the recent updates broke compatibility with Humanoid Alien Races?
Even without any races loaded but with Humanoid Alien Races only, when trying to use the mirror to change the hairstyle it will not work and you get this error instead:

DresserUI closed due to: NullReferenceException Object reference not set to an instance of an object
Verse.Log:Error(String, Boolean)
ChangeMirror.UI.DresserUI:DoWindowContents(Rect)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


When you also use CE and the pawn is wearing one of CE's backpacks, you will additionally get this error:

SetColor on Thing without CompColorable Apparel_Backpack506357
Verse.Log:Error(String, Boolean)
Verse.CompColorableUtility:SetColor(Thing, Color, Boolean)
ChangeMirror.UI.DresserUI:UpdatePawn(Object, Object)
ChangeMirror.UI.DTO.SelectionWidgetDTOs.SelectionColorWidgetDTO:ResetToDefault()
ChangeMirror.UI.DTO.SelectionWidgetDTOs.ApparelColorSelectionsContainer:ResetToDefault()
ChangeMirror.UI.DTO.DresserDTO:ResetToDefault()
ChangeMirror.UI.DresserUI:ResetToDefault()
ChangeMirror.UI.DresserUI:PreClose()
Verse.WindowStack:DMD<DMD<TryRemove_Patch1>?-410102784::TryRemove_Patch1>(WindowStack, Window, Boolean)
Verse.Window:DMD<DMD<Close_Patch2>?293170432::Close_Patch2>(Window, Boolean)
ChangeMirror.UI.DresserUI:DoWindowContents(Rect)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

DresserUI closed due to: NullReferenceException Object reference not set to an instance of an object
Verse.Log:Error(String, Boolean)
ChangeMirror.UI.DresserUI:DoWindowContents(Rect)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Can you please make it work with HAR again? Some of my pawns are wearing hairstyles that nobody would ever voluntarily choose and I cannot bear it any longer. :(

#4
Quote from: Orion on July 06, 2020, 02:19:53 AM
Another way would be to fake participation at a party. So if guests notice a party going on, they'll awkwardly come and stand next to it. Kinda like tourists at carnival.
Maybe that's feasible and won't break too much. I put it on the "endless list of things people want" in case you want to track it:
https://github.com/OrionFive/Hospitality/issues/434

That's a very good idea, I'd like that too! :)

QuoteTweak: Most empire guests can not be recruited now as a tradeoff for their valuable gear

Could this be made an optional limitation, please?
#5
Releases / Re: [1.1] Sladki mods
June 30, 2020, 02:41:49 PM
Thanks, I hope it will be an easy fix!
Yes, 99.5 would be good. 10 is a bit too low...
#6
Unfinished / Re: [1.0] (WIP) Tenants (2019-11-10)
June 29, 2020, 07:26:05 AM
Would updating the existing mod not be feasible? I would use it with Royalty.
In any case I am looking forward to whatever it will be! :)
#7
Unfinished / Re: [1.0] (WIP) Tenants (2019-11-10)
June 28, 2020, 12:53:13 PM
Do you have news about the future of this mod?
The Royalty guests are a good addition, but I really miss the variety that the tenants added to the game...
The guests from Royalty can't really replace that. :(
#8
Hello! Thank you very much for maintaining this great mod and all the improvements you already made, I really could not enjoy Rimworld without it! :)

Since the 3.0 update I noticed that when I play the game for a longer period of time it sometimes starts to lag. Also when I try to quit the game it takes a very long time to finally close, and sometimes it just crashes after some waiting time. It happens after playtimes of 1+ hours.
Some people on the Steam workshop also reported that with the new version there seems to be a memory leak issue which causes that.
Are you already aware of that?
Thank you in advance! :)
#9
Releases / Re: [1.1] Prison Labor
June 28, 2020, 12:30:03 PM
Hello Avius,
it is great to see that prisoners are able to contruct buildings now! :)
However I noticed that they cannot deliver the required building materials themselves, so they can only construct them when all materials are already there.
They also still refuse to refill refualable buildings.

Is this expected behavior, or am I having a mod conflict?  :-\
#10
Releases / Re: [1.1] Sladki mods
June 28, 2020, 12:08:39 PM
Hello Sladki,
there is a bug with Bargain Tweaks and Royalty.
When the Royal Tribute Collector arrives and you open the trade window to give them tributes, the window will be empty and you can't do anything else but hit Esc to close it again. :(

Also is it vanilla behavior now that during trades the decimals for prices will only be shown for amounts smaller than 10? Prices now look like this:
-15
-8.22
-17
-3.76

An option to allow decimals for all prices would be very nice! :)
#11
Quote from: b0rsuk on February 20, 2020, 08:23:57 AM
Does any of these mods have something as simple as a food display? How many days worth of food my colony has, in optimistic case. I know the "Low food" warning kicks in at 5 days.

This is what you want:

https://steamcommunity.com/sharedfiles/filedetails/?id=1114619043
#12
General Discussion / Royalty Expansion
February 24, 2020, 06:24:19 AM
I'll be honest: You could release a DLC that adds nothing but penguin sounds to the main menu and I'd still buy it at full price.

But this expansion, it is amazing! All the new features, a unique quest system, titles and psychic powers, shuttles and even new music... I love all of it!!
I really appreciate your perfectionism, it's almost a guarantee that the DLC content is the same high-class quality as the basegame. That's the reason why you've earned the well-deserved trust of so many Rimworlders!

Thank you to everyone who was involved in the development of this expansion, for bringing new original content to an already fabulous game!
You've made a lot of people very happy!
#13
Thank you very much for this update! :)

I couldn't believe it when I read the change log, it's almost too good to be true!

The jumping camera was driving me crazy, but the other changes are splendid too!
#14
Releases / Re: [1.0] Medical Supplements (2018/12/24)
February 17, 2020, 09:56:09 AM
Thank you for your mods, when I see a new mod by Pelador it's an instant download for me. :)

I recently tried to turn off the appearance of precursors when mining stone, but even after restarting the game and starting a new colony I still get them. Before I pull apart my mod list to search for an interference: The option is meant to affect mining stone from massive rock? Not that I misunderstood it and it is for something else. ;)

Would you please consider to make the precursors tradeable? In early tribal games when I'm still far from being able to use them, they tend to occupy precious storage room and I don't want them to lie in the landscape either. So I always put them into caravans to drop them somewhere along the road (I know that's not okay), something I'm usually too forgetful to do, so I end up to ping-pong the same pile of 18 Lithium Salts again and again...
#15
Releases / Re: [1.0] Medical Supplements (2018/12/24)
February 13, 2020, 03:00:56 PM
Social Supplements: The mint tea recipe requires a research while the bulk recipe does not.