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Messages - Harry_Dicks

#136
Quote from: wwWraith on March 05, 2018, 04:08:06 AM
I'd really like to see some details about Cosmic Horrors, Cults, The Elder Things and Werewolves. At least something like https://www.patreon.com/posts/vampires-clans-15205080.

I purposefully avoided any documentation on this mod pack, just so that I could save the surprises for everything that happens for my first play through.

But yes, I would be interested in something like this as well, if it were to exist.
#137
Quote from: Call me Arty on March 05, 2018, 02:09:38 AM
Quote from: Ruisuki on March 04, 2018, 02:43:13 AM
I appreciate you

That's probably the first time literally anyone's ever told me that. I might print it out and put it on my wall.
Also, no problem.
I appreciate you
I cherish you
I long for you
I love you

Could I keep going and fill up said wall?
#138
Quote from: Ruisuki on March 04, 2018, 08:27:02 PM
I am running a lot of mods so sorry if it isn't a part of yours Telkir, but when I try to prepare salad x3 I only get one when finished. It also doesnt seem to use any resources though, as my cooks dont gather just go straight to the stove.
I'm not speaking for the mod author, but if you download Notepad++, use the "find in files" feature, and search your mod list for salads, you could then identify which mod they come from, and then we can open the recipe xml defs and look at salads to see what's broken. Message me on Discord if you need further help.
#139
Can't you set up area restrictions?
#140
Outdated / Re: [B18] Eco Lamps
March 04, 2018, 06:47:31 PM
How the heck can they connect to that battery so far away?
#141
Ahh, okay, that makes sense.

It's just crazy to me to think about how if you had never came along and suggested 2 tile wide doors, that we never would have had them. I'm just so grateful that you thought of it, and after you posted it you inspired people to make your idea that you came up with by yourself. That's amazing!
#142
Releases / Re: [B18] Smart Medicine
March 04, 2018, 03:34:30 PM
Wow that does sound incredibly awesome if you were to ever implement it. Yes, I can see it now: designate this head doctor guy to carry around his nice glitterworld medicine, and you can have some of your "combat mules" or whatever carrying around a few herbal medicines each! Holy crap, this sounds AMAZING if we could set this up on a per pawn basis!

I have a dream actually of a mod that allows the player to turn on/off inventory "slots" for pawns. For example, a medicine slot, weapon/sidearm slow, drug slot, food slot, 1 or 2 bonus slots, etc. The idea being that the pawn can only carry one (or up to one stack?) of whatever in each slot.

You've kinda already gotten that going, and virtually perfected it, with the medicine slot. Is this something you would ever be interested in making, something similar to what you have, but for the other slots too? Maybe allow the player to control the food and drug slots of inventory, if anything?

Either way, you've still done an amazing job. Just wanting to throw some suggestions out there. I did post this once on a thread in the suggestions board, and it received positive responses. I'm especially keen on the idea of letting the player decide what "slots" they want to allow on pawns. Maybe some players only want a medicine, drug, and food slot. Maybe others want to have a few "anything slots" to further use stuff like Pick Up and Haul. Anyway it is fun to think about, but I am not versed in C# so I can only suggest things for the time being :P
#143
I really hope that in some future update for Moody that it is made to be similar to Numbers, in that the player can just choose among the list of everything possible to view. That way any new things added in by mods, for example Dubs Bad Hygiene adds in the hygiene and bladder bars, then it could offer these as options to view to the player. With Numbers, you can still add these in to see them, or blood from vampires, whatever.

It would be really awesome if Moody would just pull from all of the lists that the game has, and let the player decide, based upon what they have loaded and need to see because of whatever mod configuration they have. Honestly, I don't think the author would ever be able to make just one configuration, or even enough different presets to choose from, that would satisfy everyone. He would never be able to keep up with all of the new things added in from mods either, or at least I wouldn't envy the position of one doing such things.

Although, I am not sure if that is even the direction that the author wants to take Moody. So of course I know this is only my rambling opinion, but I can't help but imagine how much more perfect this mod could be.

Anyway, I have been wondering this for some time, and now I have seen others post about it today, so I wanted to get one final confirmation. I would like to know if Moody is actually causing any CPU load while it is minimized? I understand there will always be a small amount to have the program running, but I am curious, if Moody is "minimized", does that mean it is no longer performing any calculations? As in, it isn't thinking about all of the temperatures of pawns, or categorizing the thought groups, or any of the other things that Moody does?

I've heard responses from both ends. Some saying that the mod does absolutely nothing while it is minimized. And I've had others say that even if the had Moody minimized, it brought their FPS from 144+ to 90ish. When the only action they performed was turning Moody off, then their FPS resumed being over 144.

Would it be possible, please, if the author, or anyone more knowledgeable on the subject could please chime in and elaborate on this matter? Another question that sort of stems from that: do other mods behave in the same way, in that if they are minimized they will not be performing calculations? Or is this more of a question that depends entirely on how the mod was written? I guess I am more wondering about how some mods idle, and if they do, how much CPU load they are adding in. Reason being that I am using an older PC, so every little bit of processor juice that I can save counts ::)
#144
So I've been really torn recently, but I ended up sticking with DSYH. I had been messing around with Facial Stuff, but I kept having so many other errors and issues that everything seems so much better that I've turned it off. Reason I wanted to use it, was because it supported all hair styles added by mods. But it had the extra baggage of the other stuff in it that I didn't want.

Anyway, I have also recently discovered the Kantai Hair Collection Mod that I have been wanting to use in addition to the fantastic Roppoi Hair Mod. But, seeing as these aren't yet supported by DSYH, I am a little disappointed. I wanted to throw this other hair mod out there of possible candidates for future support, because it does seem pretty interesting (Kantai).

Finally, would there be any chance of a possible update on the chances of DSYH getting support for either Kantai or Roppoi hair mods at some point in the maybe not too distant future? If there aren't any plans for it to happen anytime soon, maybe we could pool together some funds as a community to commission someone to complete these? Does anyone know how much something like this would cost? And/or anyone who could do it for a reasonable amount?

I really want to keep DSYH because it makes everything it supports look perfect, because everything is configured by hand and not automated. The downside is that we won't always have immediate support for any new hairstyles added by mods.
#145
I was very curious about something like this. If anyone's familiar with the recently released Biomes! cavern, I believe they had to do something similar as well. Because there is an overhead mountain over maybe 95% of the map, but sometimes there will be more open, expansive areas in the cavern, that are definitely bigger than 12x12, or where if it were with vanilla settings there should be a cave in. That's how I've come to understand it, from my understanding of the game and how roofs/overhead mountains and collapses work. Not sure I am 100% correct, though! :)
#146
Releases / Re: [B18] Smart Medicine
March 04, 2018, 02:15:02 PM
Wow! Alex, man, you are SERIOUSLY on a ROLL with this mod! Holy crap, it just keep getting more and more amazing! Things I didn't even know I wanted this badly! ;D

I must applaud you. I love how you've taken this one idea, of how the vanilla game crappily dealt with how doctors had to go get medicine to treat people, after said person might have been required to be hauled to a (possibly non-existent!) open/available bed. Now with your one mod, you've completely expanded upon so many different options that you've given to the player for how they would like to deal with this problem.

Every update, which has been pretty much everyday, you bring us some other new, fantastic option. I'm curious, do you have anymore plans for the mod that you have yet to implement? How much further could you take it? Either way, you've done one hell of a great job. Thank you. :)
#147
Quote from: Ruisuki on March 04, 2018, 01:16:44 PM
I remember giving suggestions about the organ rejection system but I dont remember now, it was a year ago. I always believed in you Rah

Dang man, this was you too?!

Not only did you bring us the 2 cell wide doors, but now also the organ rejection system in RBSE! Holy crap, you're on a roll!

What other credits should you have under your name, Ruisuki?
#148
Quote from: Ruisuki on March 04, 2018, 01:06:32 PM
Just wondering what makes clutter door locks different from the locks mod by avius? For compatibility purposes with this im just wondering why you prefer it?
Just check out Clutter door locks. Seriously, it is everything I could ever want from a door lock/permission mod, because it also does permissions as well. The only other thing I could think of would be time of day access, but that really isn't too important to me for the time being.

Right now it's the only one of Clutter's mods that I'm using, but in future games I do plan to enable his furniture and possibly the "tech" looking walls. Current game I'm using the natural stone/cave looking walls for my desired aesthetic.

Anyway, with Clutter's locks, you can designate any door, to allow who can access the lock/permission for any colonist/animal/prisoner/guest/whatever. So far from what I've seen in it and my tests, I really couldn't ask for much more out of it. It's fantastic.

If only there was a way to let Clutter's mod turn off the forced graphics of doors, and just let everything else work. Then this would be perfect because right now the mod has the forced change of perspective on the vertical doors, but it only changes the graphics of the 2 vanilla doors (regular and autodoor) and a "blast door" added in from the mod. This means that all other doors added in from other mods (RF - Concrete has "plasteel reinforced concrete doors, among a few others) will look like the original vanilla doors with a different perspective, so it looks weird if you see them side by side. Plus, the issues of trying to run mrofa's Clutter Door mod along with Jecrell's.
#149
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
March 04, 2018, 01:41:57 PM
Chance of any updates, please Mister Dubwise? ;D
#150
Quote from: UnlimitedHugs on March 03, 2018, 11:05:50 PM
No worries, I haven't forgotten :)
Thanks for letting me know. :)

However I think I worded what I meant to say poorly. What I meant was, I wanted to modify what my thoughts on the matter were. Originally, I had thought that Map Reroll wasn't listening to the "mountain level" at all from CM. But now, I wanted to say that I thought it was listening "a little", just not fully, if that even makes any sense, or even matters... I have just been staring at so many reroll previews with either CM on or off, and I wanted to say that with the mountain level turned up one level, yes the previews aren't the same as the original map I generated, however I don't they that they are still completely vanilla looking.

Quote from: UnlimitedHugs on March 03, 2018, 11:05:50 PM
From looking at CM's code, I believe only discrete values can be set, i.e. moving the slider partially has no effect.
Awesome! Thanks for answering that for me, it was something that had been bugging me for awhile. Because, uhh, I don't think I'll be getting any answers for anything related to any of the RF mods any time soon... :-[

Quote from: UnlimitedHugs on March 03, 2018, 11:05:50 PM
As for the rivers on previews, that looks like something I can fix on my end.
Great! Thanks again for making such an awesome mod like Map Reroll. I can't even begin to imagine what it took to make something like this, being that I only barely understand the xml and inheritance of the game ::) But the fact that we have something as awesome as it is, it just really blows my mind, and I really am very appreciative to have a mod with these sorts of capabilities. It's something that once you've seen and tried, makes it near impossible to try and continue on without using it.