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Messages - Kori

#451
Unfinished / Re: [A17 WIP] - Adapted Arms & Ammo
October 22, 2017, 09:43:19 PM
Looks very good!
#452
Quote from: platypus on July 28, 2017, 07:05:41 PM
Does the Quality Surgeon mod allow you to manually order a doctor with lower skill to perform the surgery? I'm no longer able to manually order surgery with pawns other than the top doctor, the operate option simply doesn't show up when right clicking. I would prefer the option to manually order a different doctor to perform so I can train other doctors on the less risky surgeries.

+1
The option to manually order a doctor to perform a surgery would be very useful!
#453
Quote from: dubwise56 on October 21, 2017, 08:13:21 PM
yeah once i get a couple of other bits done i'll link a copy for a17 on here, not so much for testing because things will change too fast to keep them updated on here, but just as a preview to play around with

Great, thanks! :)
#454
Quote from: dubwise56 on October 20, 2017, 08:39:46 PM
The next version is going to be for A18... [followed by lots of awesome stuff]

Nooo, waiting for A18 feels like eternity!
Do you need people to test your mod before release? ;)
#455
Releases / Re: [A17] Wandering Caravans (v2.0)
October 19, 2017, 11:16:36 PM
Thanks for this very good update!
#456

Very good update, larSyn!

Quote from: Grugsy on October 18, 2017, 05:13:11 PM
Wanted to chime in on the Mod Medicine Patch issue. It is working perfectly for me along with roughly 30 other mods including VG and SI. I have it nearly last in my load order, below anything adding medicines to the game.

I also have it near the end of my load order in the following order:
VG
SI
VG-SI-Patch

No problems with the icons.
#457
Quote from: dubwise56 on October 17, 2017, 10:44:18 PM
i recoded the baths for the next version and i'll make sure its all working

Will the next version happen before A18?

#458
Releases / Re: [A17] Wandering Caravans (v2.0)
October 17, 2017, 05:30:59 PM
That sounds awesome!!

And no need to set the chance for rottable stuff too low, we want to see the shorter freshness lifespan in action! :D

Good luck with the developement!
#459
Any chance for an A17 Campfire party? :)
#460
Unfinished / Re: 9thFinger's ThreadingMod
October 17, 2017, 03:43:16 PM
Good luck with this project! :)
#461
Unfinished / Re: [A17] Prison Labor
October 17, 2017, 03:40:02 PM
Quote from: Nightinggale on October 17, 2017, 02:03:41 PM
You can go into the work tab and remove cleaning from everybody and save. You can then disable cleaning area and load the savegame and it will work because nobody will be cleaning. I figured that out because I ended up in the same situation as you.

Naturally this reverts cleaning to use the home area, meaning you will get your growth areas and stuff cleaned as well, but at least the savegame can be loaded and continued.

Thanks, I've already read your message in the Cleaning Area thread, followed these instructions and it works. UI is no longer broken. :)
#462
Unfinished / Re: [A17] Prison Labor
October 17, 2017, 11:52:39 AM
Okay, no problem, thank you! :)
#463
Releases / Re: [A17] Wandering Caravans (v2.0)
October 17, 2017, 11:40:10 AM
Quote from: general2231 on October 17, 2017, 05:33:22 AM
I'm going to try my best to push an update out today that resolved this fresh products issue (pretty poor design choice in my opinion :P ) due to popular demand. I'll also have a play around with the mods code to try and achieve what you said regarding the Muffalo becoming an ordinary pack animal, I think know how to implement that, but I'll see what I can do once I'v finished responding to the feedback! Also, the merging caravans is a great idea, but I don't really know how I would implement that, I'll have a look for sure though!

Oh wait I didn't mean that lost caravans shouldn't carry any rottable stuff at all, only that things with a very small time frame before they start to rot (ie meat) shouldn't be fresh!  :o As SpaceDorf and Canute already pointed out, edibles with a shorter lifespan (Corn, Pemmican) or even rotten meat (for Vegetable Garden) would be nice. That shouldn't be a poor design choice anymore.  :D

You don't have to worry about merging caravans. When a player sets up a camp in the wilderness, the caravan gets dissolved anyway. Now he can tame animals as usual. When the player proceeds, the caravan has to be created again, and all animals (including those he tamed in the meantime) can be selected.
No extra input on your side required. :)

edit 1: The only important thing is that lost caravans can also be found on random maps that get created for camps.
edit 2: Sorry, I didn't see your last message that you already decided to put rotten stuff into their inventories for realism, cool!
#464
Quote from: ptx on October 16, 2017, 11:21:24 PM

How it interacts with Mod Medicine Patch

I can't confirm, I'm also using the Mod Medicine Patch with VG and Smokeleaf Industry and this doesn't happen to me.
Have you installed the SI-VG-Patch and placed it after VG and SI in the loading order?

Quote from: ptx on October 16, 2017, 11:21:24 PM
Hempoline is randomly mineable, and I haven't even build any of the benches. I'm playing tribal.

This seems to be intended, Hempoline is defined as a deep drilling resource.
To change that, open

Smokeleaf_Industry-1.3b\Defs\ThingDefs_Items\MSI_Items_Resource_Stuff.xml

and search for <defName>Hempoline</defName> to find the entry for Hempoline.
There you delete the following 2 lines:

<deepCommonality>2</deepCommonality>
<deepCountPerCell>300</deepCountPerCell>


Note that already existing maps will be unaffected.
#465
Releases / Re: [A17] Wandering Caravans (v2.0)
October 16, 2017, 06:57:51 PM
Quote from: SpaceDorf on October 16, 2017, 05:56:12 PM
[A17]AntiAutoUnload-Keeps your inventory! is one of my good friends for caravining ..

Yes, I'm using this mod too! :) Very useful for keeping the basic stuff you need for every caravan or expedition on the pack animals. :)