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Messages - Harry_Dicks

#151
Outdated / Re: B18 Caravan Options
March 04, 2018, 11:18:00 AM
Holy crap. I'm not even kidding when I say that I was actually asking about this mod yesterday, and I couldn't remember the name of it. How incredibly coincidental that this thread gets bumped today. THANK YOU! ;D

Plus, of course I didn't ask shotty. Who would ever want to talk to that guy?

#152
Quote from: wwWraith on March 04, 2018, 05:51:19 AM
And you can find some mods that could make your colonists happier in various ways or even treat their disorders.
Any experience with Rim Disorders or Therapy? I have them both downloaded, but haven't tried them out. Mod list is down to 106, and I've been trying to keep it low, but I've had my eye on at least one of those recently.
#153
Mods / Re: Force make a party
March 04, 2018, 10:07:38 AM
I think parties have to be a random joy activity, and joy activities are random, but I'm not completely sure.

Anyway, you could try checking out the mod Days Matter, as it lets you setup custom parties and events for whatever part of the day (or all day long!) on whatever day of the year for whichever event that you would like. Birthdays, marriages, anniversaries, custom events, etc.
#154
Quote from: Fatsack on March 04, 2018, 12:46:02 AM
Got this bug while playing, had your mod named.   

-snip-

I am an error log scrub, and really don't know what I'm looking at. But by glancing over that, it appears to me it has something to do with the pawn having trouble viewing the horseshoes game and/or interacting with this viewing experience. For my own sake, could you please show me how this is related to this mod?
#155
Quote from: Tridentviper on March 03, 2018, 11:51:24 PM
If not, can you tell me how to do it on my own? If it is allowed...

You're only allowed to use what the mod makers give you. Also, no questions either!
#156
Quote from: henk on March 04, 2018, 06:40:50 AM
I wish that QualityBuilder would have a 'default quality' mod setting (none, Awuful, .. , legendary). So for example, with larger bases I could change the setting to at least normal.

I think there is something like that but I can't think of it. With this mod you can make things be up to -/+2 quality:
https://steamcommunity.com/sharedfiles/filedetails/?id=737358776
#157
Quote from: Jaxxa on March 04, 2018, 06:06:56 AM
- Suppressing Roof Collapse.

This sounds really interesting. Does this work for overhead mountains too? Or only player constructed roofs?
#158
Can... can I sit on any of you guys' bone thrones? :-[

EDIT: Can I ask what's up with the two texture sets for the deer skull mask? It looks like the antlers are smooshed down on the texture being used in game. Were the 256x256 textures too tall or something with the horns? Just glancing over the two sets, the horns are the only thing that looks quite different to me. Also, can we expect to see all 5 candles lit again anytime soon from the little skull that has 5 candles on it?
#159
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
March 04, 2018, 09:03:45 AM
Quote from: Canute on March 04, 2018, 04:12:18 AM
Good ole Lucky Luke comics when the Dalton's whack stone's at the prison ! :-))
That's too funny! On a random guess, Canute, are you from France or Denmark?

Quote from: Canute on March 04, 2018, 04:12:18 AM
Harry what do you think to add some glowing floor out of the glowstone dust/tile ?
It is very doable. If enough people would like it, then I could probably find the time to add it into the mod.

Are you thinking of making it similar in shape to those in the Floor Lights mod?

Quote from: Kori on March 04, 2018, 08:09:24 AM
Disappearing objects after construction can often be fixed by changing the load order, I had the same problem with the chandeliers from the glowstone mod.
This mod is close to the top of my load order and I can build bookshelves.
Here is my suspicion (of which I am about 98% confident) of what is happening. Also, this is after confirming with cuproPanda about what the issue is:
cuproPanda's mods are made correctly in the xml defs. He does not redefine any cores. However, there are certain modders who apparently refuse to want to do this for their own reasons, of which I would suggest it is for you, the player, to decide if this is beneficial or not. But, when other mods do this, and then they change something in the core defs and are loaded BEFORE other mods, then could make any of the mods loaded after it look like they are broken or not working properly. When really, those mods loaded after might have been made just fine and would be working fine, if it weren't for this other rogue mod loaded earlier in the load order.

The two solutions I have for this so far are: Playing with your load order, and if you don't want to have to spend an untold number of hours looking at mind-numbingly boring code looking for a needle in a haystack, then you will need to sort of "judge" some mod makers, and guess at whether they have made their code right, and then put the ones that you think would be more prone to problem causing at the bottom. Sometimes this is all it takes is putting the good bois up top, and the bad bois down at the bottom. They go to the back of the bus.

The other solution I have is: bisection. Constantly halving your mod list, and making mod list saves (via ModSwitch) until you can correct your problem, and then comparing your most recent working and not working mod lists, and narrowing down the possible culprits from there. I've had to do this before to rogue mods that were REDEFINING BUILDING BASE! I was beyond frustrated when I had to spent over an hour tracking this down. But how mad can I really be at a mod maker, who is making something for free for me to use?

The negative to the former method is that just because you've moved any mods causing issues to the end of your load order, where any issues they may have been causing can no longer be seen or at least are no longer apparent, doesn't mean we've necessarily fixed the underlying problem of a broken mod. That will require identifying the broken mod (possibly through bisection) and then fixing said mod. Whether this is through reporting it to the mod author, fixing it yourself, or both. Because if the mod is still broken, then any issues it was causing before, if it is never fixed, will still keep popping up later on for others, or even yourself if you forget that X mod has to be loaded in Y specific spot for there not to be any issues.
#160
That's a damn shame, and something I've always been worried about. I am not trying to rub it in your face, or even say you could have prevented this, but this is the exact reason why everyone needs to have multiple backups at regular intervals.

It also makes me want to be even more cautious about what mods I would be entrusting my time into that they hopefully don't break a game I've started, and don't break until later on down the road after a significant time investment.
#161
Outdated / Re: [B18] Orc Invasion 18.01.21
March 04, 2018, 08:36:10 AM
Quote from: lisianthus on March 04, 2018, 08:12:43 AM
For example, do you have any plans to create mods for races like elves and dwarves?

We already have them as WIPs from the currently being developed LotR mod by Jecrell & Co. ;D
#162
Looks like I'm just going to have to try to put in my own shackle texture and see if I can get this to work. Because I really want this mod to work. I think it will be better for me than the Prison Labor mod. I want to eventually use PL too, but I'm now down to 106 mods, and trying to start off lighter :)
#163
Outdated / Re: [B18-A16] More Furniture
March 03, 2018, 09:41:17 PM
Quote from: henk on March 03, 2018, 09:33:51 PM
I hate when cosmetic mods don't come with screenshot in the open post.

Look in the texture folder.
#164
Quote from: henk on March 03, 2018, 09:26:03 PM
The mod is flaged as B18 compatible, but it "REQUIRES JECSTOOLS" which is only b17 compatible ...

JecsTools is available on B18?
#165
After looking into it further, I think I might know what some people have, or I do, at least. I have from the mod "Natural Stone Walls", a "natural stone wall" but this is not the same as what an actually natural stone wall is, as far as the game is concerned. For example, when I click on stone that is from the normal game that I could either mine or smooth, it is simply called "Granite". Not natural, or wall, or anything. It needs to be like this, to be able to smooth it. If you are trying to add in some rock from the dev mode to then smooth, you need to try a different one, because you should be able to both mine and smooth the stone, if it were to be an actually natural rock wall.