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Messages - Heymom

#31
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
December 07, 2018, 06:20:29 PM
I am trying to build a large advanced colony, and my pawns wont equip gear in the inf. storage. anymore for some reason.
If i pull it out, they equip it, so its not my rules that are broken. Any tip as to where i should search for the culprit?
I am using a ton of mods, including the "mend and recycle", but i updated both this and the mending mob, and its the same :(
#32
Mods / Re: Clothing and temperature
December 02, 2018, 12:39:26 PM
Quote from: Canute on December 02, 2018, 11:33:27 AM
I think you mention Outfitter
But it isn't at the forum anymore, maybe search steam for it.
Ty, will give it a search.
#33
Mods / Clothing and temperature
December 02, 2018, 10:26:57 AM
Hey, i seem to recall using a mod that would let me set a target temperature range for my pawns to aim for. I like to play cold/warm games. And i found it really useful to be able to not having to micro manage them not using a useless piece of clothing over say a alpacha parka!

Anyone know of a mod, or have made one i can get a copy of?

regards.
#34
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
November 25, 2018, 09:34:39 AM
Quote from: Kiame on November 25, 2018, 08:07:12 AM
Heh that support was probably from a17 timeframe. I do not have that mod personally

I am currently making an in-game def editor that should be able to add support for that in the future once I add building def type support.

https://ludeon.com/forums/index.php?topic=46983.msg445886#msg445886

Ahh, figured :P
Nice with the addon, will be checking it out for sure.

On another note, IStorage used to have the ability to store single items? like armor, weapons ect. Has that feature been complete removed, i cant seem to find any research path that would enable it.
Ignore me.. im daft, to many addons clouding the research tab..
#35
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
November 25, 2018, 05:35:11 AM
Hey

You state in the first post that you support Fast Regen mod. Do you happen to have a version updated for 1.0 by chance? :)

I can only find the old A17 on his google drive, and i updated it myself for B18 some time ago, but i cant get it to work with 1.0 for some reason.

Regards.
#36
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
November 23, 2018, 10:52:04 AM
Quote from: Canute on November 23, 2018, 03:45:26 AM
Quote from: dismar on November 22, 2018, 08:18:48 PM
Quote from: Heymom on November 22, 2018, 10:44:03 AM
I dont seem to have the ability to mince organs, i know that one of the bionic mods allow this. Would it be possible to make it a standard thing in the mod? or maybe just as a "stand a lone" addition?.
regards.

I'm not sure what it did? where you able to make food from body parts?
Basicly yes.
You are geting minced meat out of them. Mosttimes without cannibalistic food flag (stupid, prisoner got organ harvested and at lunch we are geting hamburger).

I think people want use to get more meat out of their prisoner.
But i don't see any other use, since when you organ harvest prisoner you loose standing with that faction so the faction gain if you release it afterwards is pointless.

Whatever people use the feature for is irrelevant i think. Personally i just like to play with the cannibalise trait, and for that its nice that i can actually eat the organs i harvest from prisoners.
I think its EPOE2 that has the recipe for the stove "Mince Organs". But i dont use that mod, so it would be nice to have the feature in a mod that actually is themed around food.
#37
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
November 22, 2018, 10:44:03 AM
I dont seem to have the ability to mince organs, i know that one of the bionic mobs allow this. Would it be possible to make it a standard thing in the mod? or maybe just as a "stand a lone" addition?.

regards.
#38
Not sure what i am doing wrong, i double checked my settings and re-DL the mod. And my skills still decay :(

nvm! after some more testing, it was a conflicting mod.

[attachment deleted due to age]
#39
I dont seem to be able to install a weapon on the "weapon base". Is this a known bug?
#40
Quote from: Supes on November 09, 2018, 06:49:26 PM
unlike B17/18 negotiator selecting, the current release allows you to select more than one negotiator, however the preferred negotiator will always be ticked (abbreviated with (P))
I am really sorry, i found the culprit. It was a mod i have that "shrinks" the comm console down, and it seems that your mod, doesnt see it.
I build a normal size one, and all is working :)
#41
Mods / Re: [MOD REQUEST] We Care Less..
November 10, 2018, 06:04:58 AM
Quote from: AwesomeMcAwesome on November 10, 2018, 03:14:12 AM
You might want to look at SF's Grim Reality. It changes tons of thoughts' debuffs and buffs like the terrible 'ate without table'. Certainly makes your pawns realize they're not in a nice world. Not sure if it's completely compatible with Psychology mod, though
Thanks, i checked it out, and it doesnt seem to change how pawns react to corpses sadly.

edit: I ended up just making my own little patch to remove any corpse related debuffs. Guess it was easier than posting here.. Ohh well live and learn :D
#42
Quote from: Supes on November 09, 2018, 05:02:45 PM
it should still pop up if a sale was done via AI selling
I have had some issues with the AI trading. I have installed a AI Manager and ticking the AI Trader, does not seem to work like it used to. It will click/tick one of my pawns regardless.
Again, i been away from rimworld abit, so i might just remember how B17-B18 were.

See attachment.

[attachment deleted due to age]
#43
Hey man.. i love your mod <3

In earlier versions, we got a "rapport" after a sale/buy. I dont seem to be getting that anymore, is there something i am overlooking, or did that feature get removed?

regards.
#44
Mods / [MOD REQUEST] We Care Less..
November 09, 2018, 11:18:13 AM
I am tired of having all my pawns go nuts over dead corpses. Late endgame, i end up with huge raids, and my pawns get a x5 observed rotting/corpse debuff, which puts them in a frenzy.

I seem to recall a mod called something simular to my thread title.
Does anyone know a mod that can adjust or remove the debuff entirely ?
#45
Releases / Re: [1.0] Miniaturisation
November 05, 2018, 10:28:16 AM
Quote from: hwfanatic on November 04, 2018, 06:08:13 PM
To find a defname, go to options and enable developer mode, after that, load the game and open the inspector (third icon from the right). Toggle deep inspection mode (first icon on the top-left). While inspector is open, hover over the building.
tyvm.