Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Harry_Dicks

#1516
Releases / Re: [B18] Lighter than fast 0.26
January 04, 2018, 06:57:28 PM
Quote from: ethouiche on January 04, 2018, 06:14:26 PM
I added corpses tonight. When i thought regular sprites were hard  :-\

Well don't tease us, show us!!!
#1517
Quote from: Mistrornge on January 03, 2018, 12:44:17 PM
Crash consistently before planetfall.  I can see the map I am to play on but as soon as I remove popups it crashes to desktop. 
Downloaded the files today.  Have Core, Hugslib, and the rest of the mods alphabetically.  I placed the xml in the proper location. 
Everything else seems to work.

I thought it came with a ModsConfig.xml to have all of the mods loaded in a proper order?
#1518
Outdated / Re: [A18] High Tech Laboratory Facilities
January 04, 2018, 04:46:53 PM
Looking forward to using this mod, but I'm curious why there would be a hidden desktop.ini file in the textures\things\apparel folder?
#1519
General Discussion / Re: Someone's organs harvested
January 04, 2018, 04:05:15 PM
Quote from: muffins on January 04, 2018, 07:53:33 AM
If they were recently captured after a raid or harmed a colonist they get a "considered guilty" tag for a little while where you can chop, butcher and execute to your hearts desire without getting the "innocent prisoner harmed" debuf.

Oh my gosh, that's what that stands for! I always wondered what it meant, and always forgot to look it up. That's so great, thank you so much.
#1520
General Discussion / Re: Doors vs. sandbags coverage
January 04, 2018, 03:59:52 PM
Quote from: lux3y on January 03, 2018, 03:44:43 PM
So after further experimenting i found this setup wich now gives me cover from the door + from the sandbag, u can see the setup on the blueprints on the side, i am standing in the door next to the walls and the doors infront of it are set to "hold open".
I now have 75% + 13% cover wich is slightly more even then shown on the previous pics where there was no stacking effect.

http://steamcommunity.com/sharedfiles/filedetails/?id=1256202251

Damn, I'm still confused. So you don't make them stand in the doorway, but behind it?
#1521
Quote from: diannetea on January 04, 2018, 02:42:20 PM
Quote from: BrokenValkyrie on January 04, 2018, 01:17:22 AM
Your issue is one of the most difficult to track down. It could be a simple case of bad luck. I remember going without ship chunk for a year.

Have you tried devmode and executing ship chunk incident? At least you know that ship chunk incident still works. If it is mod conflict, a lot more than just ship chunk incident would be borked. Another possibility is that you have an mods that modify Story Teller, like population increase, increase trade ship frequency, or mods that add new/change incidents.

I have, the ship chunk incident does work if I trigger it manually.  I wish there was an easy way to post the mod list, unfortunately ModSwitch doesn't appear to save a list anywhere that isn't just the steam ID numbers. 

There is one other thing that I know of that is definitely broken, and it's weirdly specific.  If a colonist has a compulsive cleaning break they can't find anything to clean and get stuck in one spot until the break is over (even if the base is incredibly dirty).  I can't imagine they're related though.

Can you not post the ModsConfig.xml? My directory on Windows 7 for it is, C:\Users\Harry_Dicks\AppData\LocalLow\Luderon Studios\RimWorld by Ludeon Studios\Config althought if you are using Steam I'm not sure if it saves there as well.
#1522
Outdated / Re: [B18] cuproPanda's Mods (02 Jan 17)
January 04, 2018, 01:24:11 PM
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.

Can anyone clue me in to where exactly you can craft the painting supplies?

Looking at recipes.xml, "Create paint by boiling petals of the spectago plant until the gum and pigments bind. Combine with eggs and other materials." is the description for it. It "looks" like you make them with spectago leaves and eggs at a stove, but I'm a dumb-dumb so don't trust me :)
#1523
Outdated / Re: [B18] cuproPanda's Mods (02 Jan 17)
January 04, 2018, 11:46:24 AM


Hey Cupro, do you think there is any chance we could get those sliders to extend across the whole width of the mod options window? Or get a better way to fine tune the percentages for items to come out of the quarry? I ask because with such short sliders, it can get rather difficult trying to fine tune certain percents. Like if it only jumps between .3% and 1.2% or something like that, you know what I mean? Either way, if you can't do it, I love your mods and all of your hard work, thank you!
#1524
Releases / Re: [B18] Psychology (2017-12-25)
January 04, 2018, 10:05:13 AM
Quote from: MRBOSSJEFF on January 04, 2018, 09:37:14 AM
Quote from: Spaykers on December 27, 2017, 08:25:33 PM
Hello  My colonist start to electing a mayor after 5 years without one.....i was so impatient and now...nothing , no election and still no mayor . How can i toggle an other election ???or just set a mayor by using the dev tool . ? if yes, what's the name of the tool ?

Do you have a colony with a permanant season like summer, winter, etc. That is currently what is happening with me right now and I waited over a year (5502-5504) for an election but nothing. it might go by seasons idk :/

I'm fairly certain that I recently read that this was addressed. I think the author changed it so that elections are in Septober, so that games without season changes will still have elections.
#1525
Quote from: SargBjornson on January 04, 2018, 09:27:01 AM
Also, guys, do you like dinosaurs? Of course, who doesn't.

Because I just released the Dinosauria patch :)



Guys, please. Stop... I can only take SO MUCH WINNING! PLEASE, NO MORE!
#1526
Quote from: Madman666 on January 04, 2018, 06:02:18 AM
Quote from: mrofa on January 04, 2018, 05:27:10 AM
Madman if everything will go  smooth or without bigger hickups, everything should be updated till or on this weekend

You are amazing. I already knew that, but still. By the way I noticed you updated the textures for utility walls. I am in love with your art and new ones are as amazing as previous version, but previous ones are nice as well) Can you consider adding those first ones as a separate entity later? Something like tier 1 utility walls, less cost, less beauty, a bit easier on resource cost?

I mean these:

I was looking for those exact walls but could never find them. They looked like they would be a sort of cool "high-tech" wall that I was going to use for my laboratories. How come there aren't any more cool looking wall mods? Maybe I'm just not looking properly.
#1527
Quote from: BrokenValkyrie on January 04, 2018, 01:17:22 AM
Another possibility is that you have an mods that modify Story Teller, like population increase, increase trade ship frequency, or mods that add new/change incidents.

There's a mod to increase trade ship frequency? Or maybe one that let's you call them?
#1528
Quote from: Canute on January 04, 2018, 04:45:34 AM
I allways create a 1x1 stockpile for pemmican or a 1x1 Rimfridge with simple meals/steaks inside the prisoner area.
This prevent my warden to feed them, until they still hurt and can't move.

You're a genius, Canute! Once again you've outsmarted me. :P
#1529
Quote from: BrokenValkyrie on January 04, 2018, 06:37:24 AM
Quote from: Harry_Dicks on January 03, 2018, 04:34:40 PM
Quote from: SpaceDorf on January 03, 2018, 10:06:52 AM
You allready  found "additional art ressources" ?

Bwahahah, am I that obvious?! ;D Only took a few minutes. Now if only I could find the one that let's you switch statues from one model to another. Although, I'm not sure if I want to lose the randomness.

Not sure if you are sarcastic about this, here the workshop for the mod for anyone who's interested http://steamcommunity.com/sharedfiles/filedetails/?id=1216531896

I meant non-Steam.
#1530
Quote from: skyarkhangel on January 04, 2018, 07:03:55 AM
Test update to b18.
https://drive.google.com/open?id=1HXYs4aJ7YfwfADORUV9lIw8FJKlU0k0K

YES!!! Thank you so much, sir. I can't wait to try out New Orders, it can be frustrating trying to move just 1 specific item to a certain spot. Also, Walk Off Bruises looks fantastic. I'm still confused what the difference is between guessing and estimating with Surgery Estimates. What makes the doctor estimate over guess? Is it based on their medicine level?