All kinds of crazy fun shenanigans like that. Also, I would like to see more varied land masses from the world generator. Sure, let me keep my 30% option, but can that 30% of land covering the planet be in more varied shapes or islands that cover the map?
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#166
General Discussion / Re: What Rimworld Planet Type Would You Like To See?
March 03, 2018, 08:40:11 PM #167
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.405
March 03, 2018, 08:36:22 PM
Awesome! Thanks Sarg! I had been watching the GitHub updates and was thinking you might release something soon. All of your hard work is really appreciated, honestly! Your mod is one of the most extensive and exhaustive. You really have built something that's not only unique but also extremely interesting and full of great content.
I am curious, could you possibly leak to us what, if any, new animals you have planned for us next? Or, any new, if any, planned features you hope to implement soon? Thanks!
I am curious, could you possibly leak to us what, if any, new animals you have planned for us next? Or, any new, if any, planned features you hope to implement soon? Thanks!
#168
Outdated / Re: [B18] cuproPanda's Mods (10 Jan 18)
March 03, 2018, 08:33:38 PM
cuproPanda has all of his work with licenses and you can see them posted in the OP. So anyone is free to do anything with any of his work, as far as I can tell. As long as you stay within the bounds of the license.
I remember I had actually modified his Glow Stones to be what I was calling "blood glow stones" because I had changed the color on everything to red with a red glow
I also had changed around the water in Zen Garden so that it was red in the fountains and waterways, similar to blood. That was one of the first things that I actually modified for myself, and I thought it was so cool! 
Anyway, I had asked cupro if he cared if I released it, and he said of course not. Anyway, I doubt anyone would care for it, but if there are any major issues with some of these mods, I would hope that someone could come along to help fix them eventually.
Right now, the only mod of his I am using is Quarry. I really do love it, I think it's one of the most perfect mods for getting infinite (if you choose so!) resources over the course of the game. Especially because you can set it up to spit out whatever resources you want at whatever percentage you want as well. Also looks like it would be really great if you want to use the Prison Labor mod, that you could have your pawns watching over all of the prisoners as they toil away in the quarry, chain-gang style.
I remember I had actually modified his Glow Stones to be what I was calling "blood glow stones" because I had changed the color on everything to red with a red glow
I also had changed around the water in Zen Garden so that it was red in the fountains and waterways, similar to blood. That was one of the first things that I actually modified for myself, and I thought it was so cool! 
Anyway, I had asked cupro if he cared if I released it, and he said of course not. Anyway, I doubt anyone would care for it, but if there are any major issues with some of these mods, I would hope that someone could come along to help fix them eventually.
Right now, the only mod of his I am using is Quarry. I really do love it, I think it's one of the most perfect mods for getting infinite (if you choose so!) resources over the course of the game. Especially because you can set it up to spit out whatever resources you want at whatever percentage you want as well. Also looks like it would be really great if you want to use the Prison Labor mod, that you could have your pawns watching over all of the prisoners as they toil away in the quarry, chain-gang style.
#169
Releases / Re: [B18] Smart Medicine
March 03, 2018, 02:39:28 PM
How much more awesome can this mod be?! It seems like everyday you've got something even more great for us. And I really do appreciate it, honestly.
#170
Releases / Re: [A17] One Big Family (v1.17 - updated 21.08.2017)
March 03, 2018, 02:32:20 PM
I was also have a weird intermittent bug when generating pawns with this mod on. I also had the unstable version of Facial Stuff going as well, so I don't know if that had anything to do with it either. But when the only thing I did was turn OBF off, then I never had any more freezing errors when generating pawns at the departure screen.
#171
Releases / Re: [B18] Doors Expanded - Adds new door sizes and types (3/1/2018)
March 03, 2018, 01:29:50 PMQuote from: Ruisuki on March 03, 2018, 12:47:03 PMHmm should we give you a special place in the credits for coming up with the idea?Quote from: Harry_Dicks on March 03, 2018, 07:12:20 AMNo prob
Oh it was you that started the whole idea of 2 cell wide doors? Whoops, sorry bud, I didn't know that was yours. Thanks to you too then, Ruisuki! I'm glad Jecrell and the commissioner decided to listen to your idea.
#172
Releases / Re: [B18] Map Reroll (2.2.3) Now with map previews!
March 03, 2018, 01:26:39 PM
After generating so many previews, and playing around with the settings from Configurable Maps enough, I've come to this weird conclusion. When I have the mountain level turned up one notch, the first mountain map that i pick from the world screen will look pretty unique. That is, compared to all of the following map reroll previews that I will get. However, I am convinced that the previews I am seeing are not of the vanilla "mountain level". As in, Map Reroll is still kind of respecting the mountain level from CM. At least, that's how it appears to me. I'm not saying I am convinced I am 100% correct in this, but all of the map previews look a little more mountainy than a vanilla mountain map, but still aren't as mountainy as the first map I generate coming from the world screen.
I'm not sure if any of that is even relevant. Oh well
Also, I do very rarely get this bug that pops up while generating previews, something about the previews having an issue generating water.
EDIT: Also, you guys were right about the preview being wrong about the creek. Dammit, I never bothered to check, and thought I kept having to go back and reset my entire world to reroll the map!
Anyway, here is the preview imagine, versus the real map's image:

I'm not sure if any of that is even relevant. Oh well

Also, I do very rarely get this bug that pops up while generating previews, something about the previews having an issue generating water.
Code Select
Failed to find all necessary river flow data
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RFR_Code.RFR_GenStep_Terrain:GenerateRiverLookupTexture(Map, RFR_RiverMaker)
RFR_Code.RFR_GenStep_Terrain:GenerateRiver_Patch2(Object, Map)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
MapReroll.MapPreviewGenerator:GeneratePreviewForSeed(String, Int32, Int32, Boolean, Texture2D)
MapReroll.MapPreviewGenerator:DoThreadWork()
EDIT: Also, you guys were right about the preview being wrong about the creek. Dammit, I never bothered to check, and thought I kept having to go back and reset my entire world to reroll the map!

Anyway, here is the preview imagine, versus the real map's image:

#173
Releases / Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
March 03, 2018, 11:52:25 AM
Browsing around HardcoreSK Project's textures, and it would be really awesome if we could have some kind of texture like this, that would show the mine shaft elevator going up and down.
#174
Releases / Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
March 03, 2018, 09:57:02 AM
How awesome if it could link to a cavern from the Biomes! mod?
#175
Unfinished / Re: [A17][WIP] Macrocosm
March 03, 2018, 09:52:09 AM
Man, this is such a step in the right direction towards making the world map actually matter. Damn, I want more stuff like this, DEFINITELY!
Pete, would it be fair to say that you don't have any plans to return to this project at any point in the near future? Would you reconsider it maybe after seeing how 1.0 turns out?
Pete, would it be fair to say that you don't have any plans to return to this project at any point in the near future? Would you reconsider it maybe after seeing how 1.0 turns out?
#176
Releases / Re: [B18/A17/A16] Stack XXL
March 03, 2018, 09:06:09 AM
Not to tell the author how to make the mod, but I think this would be the best solution, if it were possible (or if anyone could ever find the time to do it, that has the ability). If we could somehow just setup what goes into whatever categories we want. Allow the user to add and remove categories as they please, and allow the user to totally customize whatever goes into whatever category that they want. The huge added benefit of this is, no matter what new things a user ever adds to their game via mods, then with this new setup, StackXXL would let the player then customize whatever new resource they've added to the game, and put it into whatever category that they wanted, or hell, even make a new category for whatever new resource they added to the game!
That's one thing that I absolutely appreciate when mod makers do it right. For example, in Cold Desert Nights the author has done this. With that mod, of course, you can customize the weather chances for every weather type for every type of biome. Well, when the mod was made back in A17, I don't think there was a cold bog biome, correct? Well, now in B18 there is, however the mod still picks this up and allows you to customize this new biome type. As far as my non-programmer mind imagines this working is, is the mod will look at the game's "list of biome types" and then create a new entry in the mod options for every biome type the game tells the mod that it has. Then boom, we're now future proofed! The mod author will never have to go in and make a new entry for any new types of biomes that are added. And that is fucking awesome
That's one thing that I absolutely appreciate when mod makers do it right. For example, in Cold Desert Nights the author has done this. With that mod, of course, you can customize the weather chances for every weather type for every type of biome. Well, when the mod was made back in A17, I don't think there was a cold bog biome, correct? Well, now in B18 there is, however the mod still picks this up and allows you to customize this new biome type. As far as my non-programmer mind imagines this working is, is the mod will look at the game's "list of biome types" and then create a new entry in the mod options for every biome type the game tells the mod that it has. Then boom, we're now future proofed! The mod author will never have to go in and make a new entry for any new types of biomes that are added. And that is fucking awesome
#177
Unfinished / Re: [A14][WIP] Prisoners & Slaves - Testing Release
March 03, 2018, 08:49:52 AM
I can't help but keep coming back and looking at how freaking cool this mod was. The whole idea with having a line of sight system, with security cameras and a minimap with the only visible areas that are where your cameras and guys are... dude that's just plain fucking awesome.
I wish that someone, or maybe with the original author's blessing, that this project could be picked back up and maybe at least just brought up to B18. Doesn't even have to have any new or added features, however nice those would be, but if we could just get this to B18 that would be really incredible.
Ah well, a boy can dream, can't he?
I wish that someone, or maybe with the original author's blessing, that this project could be picked back up and maybe at least just brought up to B18. Doesn't even have to have any new or added features, however nice those would be, but if we could just get this to B18 that would be really incredible.
Ah well, a boy can dream, can't he?
#178
Unfinished / Re: [B18][WIP] Slave Outfits for Slave and Prisoners! (Update 1)
March 03, 2018, 08:43:38 AM
In case anyone has trouble editing the xml tags, you can always try pinging me in my Discord. I'll help you with what I can. Link to my channel is in my signature!
#179
Outdated / Re: [A17] SeveralPuffins mods for A17
March 03, 2018, 08:24:52 AM
Thanks Simstu, I couldn't remember the name of that word. It's funny, because I think I had posted something about this a few weeks ago. And of course, no, I did not think that I was unique in coming up with this method. However, finally seeing someone else post about it, and how it actually had a name and everything does make you feel nice, fulfilling your own "confirmation ego" is a way of putting it I suppose.
Bisection. Shit sucks, but sometimes it's what you've got to do. It makes me dislike when people who just get into mods start off with like 200 mods, and have all sorts of errors and issues and crap because of incompatibilities and/or poorly made mods or whatever. But they come to the forums and bitch about how their game doesn't work, but then they won't take the time to actually try to track down and fix the problems themselves.
I've had to "bisect" my mod list so many damn times and wasted so many hours tracking down stupid crap. Not naming names, but certain mods were redefining freaking BUILDINGBASE and screwing EVERYTHING up! After maybe 1~1.5 hours of bisecting and restarting my game so many times and finally finding the culprit, it is both relieving and infuriating. BUT, the main point is, I fixed that shit myself. And this is coming from an idiot who knows nothing about computers. I am definitely not saying I can fix everything, hell anything even in C# is beyond me, but as long as it isn't in C#, so far, I've been able to fix anything that I've ran into, however not all of this has been completely on my own.
A big part of that also comes from this community. And for that I say thank you, to everyone here. Everyone that posts information, whether relevant to the topic at hand or off on a tangent but it somehow relates back to RimWorld, modding, workarounds, etc. I want to believe that the majority of this information ends up being helpful to at least one person. That's good enough for me. Because I feel like I've gained so much from the generosity of this community, that I am obligated to give back in whatever ways that I can. Even if that means I can't make any fancy pants mods that do all sorts of cool stuff in C#, well I can give back by helping users maybe with the xml work, recommending mods, updating mods, or just doing whatever I can where I can. The more people we can get that can feed into the community, then the greater it will become, which will draw in even more, and possibly even greater people! It is a self-fulfilling cycle, we just need to keep it spiraling in the right direction!
Bisection. Shit sucks, but sometimes it's what you've got to do. It makes me dislike when people who just get into mods start off with like 200 mods, and have all sorts of errors and issues and crap because of incompatibilities and/or poorly made mods or whatever. But they come to the forums and bitch about how their game doesn't work, but then they won't take the time to actually try to track down and fix the problems themselves.
I've had to "bisect" my mod list so many damn times and wasted so many hours tracking down stupid crap. Not naming names, but certain mods were redefining freaking BUILDINGBASE and screwing EVERYTHING up! After maybe 1~1.5 hours of bisecting and restarting my game so many times and finally finding the culprit, it is both relieving and infuriating. BUT, the main point is, I fixed that shit myself. And this is coming from an idiot who knows nothing about computers. I am definitely not saying I can fix everything, hell anything even in C# is beyond me, but as long as it isn't in C#, so far, I've been able to fix anything that I've ran into, however not all of this has been completely on my own.
A big part of that also comes from this community. And for that I say thank you, to everyone here. Everyone that posts information, whether relevant to the topic at hand or off on a tangent but it somehow relates back to RimWorld, modding, workarounds, etc. I want to believe that the majority of this information ends up being helpful to at least one person. That's good enough for me. Because I feel like I've gained so much from the generosity of this community, that I am obligated to give back in whatever ways that I can. Even if that means I can't make any fancy pants mods that do all sorts of cool stuff in C#, well I can give back by helping users maybe with the xml work, recommending mods, updating mods, or just doing whatever I can where I can. The more people we can get that can feed into the community, then the greater it will become, which will draw in even more, and possibly even greater people! It is a self-fulfilling cycle, we just need to keep it spiraling in the right direction!
#180
Outdated / Re: [A16] Camping Stuff v0.2.3
March 03, 2018, 07:25:47 AM
This is post is mainly directed at Ruisuki, as he was asking about the portable stove:
Do just like Canute said. I highly, HIGHLY recommend you download and use Notepad++.
If you don't have any text editors besides the ones that came with your PC, then you will be doing yourself one of the biggest favors possible by using Notepad++ or something similar to it, if you plan to start tinkering with the mods you use. And to be honest with you, I think you are ready. With as much as you post on this forum, I think you are pretty familiar with most mods. Not saying that I am anyone to judge on who is or isn't "ready to tweak their mods", but rather I am trying to encourage you
Because a lot of the stuff you post, might be little modifications that you can do yourself.
Anyway, like I said before, I'll be around to help if you get stuck with anything. Feel free to post here, but mind you that most responses will be pretty delayed. If you would like more instant answers, at least for the things I would be able to help you with, feel free to ping me on Discord. Link to my channel is in the signature. You remind me of how I was a couple months ago, wanting to change a lot of little things in mods. So I took up the mantle myself, and starting learning how the xml works and look at me now. I only started playing RimWorld in late October, and having absolutely zero education on programming or computer languages or anything, and now I've got my own thread with 10 different download links to updated and/or customized mods that I want to share with the community.
If you start to learn all of this stuff too, then I'm sure you will want to start making your own little mods for yourself. Overtime, a lot of these might grow into something that might even be worth releasing to the community! Who knows what others might like that you've created. Remember, not all mods have to be these huge projects with tons of content. Sometimes some of the absolute best mods in the world, things that have become must haves for me, are something that's very small and little, but makes so much sense to have once you've seen it. And sometimes those beautiful little 10/10 mods will have to come from a random user that doesn't even make any other mods, it was just something small that they thought of and built for themselves, but thankfully decided to share with everyone else at some point.
That could be you! You have enough knowledge and refined taste to know what you want out of the game. The xml really is not that difficult to start learning, and then you can start creating all of these little things that you'd like to see for yourself, right away! That is as long as it's something super simple, like you wanting to add in recipes to a stove, at least starting off.
No more having to ask a mod maker to include something, and then just hoping that they even read your post, let alone respond or even implement your request. And if it your request were to even be implemented, it might not even happen until the next update which could be months away!
Recipes are actually a great starting point, too! And then you just start browsing around other people's mods who have recipes, of course even the one you are going to want to copy from, also tweaking things here or there, adjusting some values to what you would like them to be, and just learning as you go. Just start browsing how other mods do stuff, and also check out the core defs. In Notepad++, I always leave the core folder as a "work from folder" thing that I can always open up all of it's sub folders and files in a tree/branch structure, which makes it incredibly quick if I need to see how the base game does some operation for reference. Plus, don't be worried about breaking anything. You won't cause any irreversible damage as long as we have proper backups made at proper intervals!
You should be able to find the recipe that you want to copy over, that is available at a different workstation (like stove or campfire or whatever) and then be able to find this recipe in the defs. In this recipe it should have a list of what "recipeUsers" it has, I believe, and you should be able to add in the camping stove. However, if that stove comes from a mod, and this recipe comes from a separate mod, then you are now making one mod "dependent" on the other one. You'll get a red error if you don't have both mods loaded.
To get around this, we can create a patch that will only load when both mods are loaded. We can make the patch only inject the bulk recipe into the camping stove if the mod from which these bulk recipes comes from is loaded as well. Or, we could just add in the bulk recipes into the mod that has the camping stove, so that you will always have these recipes when that mod is loaded, even if it's your only mod loaded. Or we could even create a separate mod that has only the recipes you want, divorced from the original parent mod, in case you only wanted a few specific things from said mod. That's what I've done to a ton of mods myself. For example, in Medieval Times, I have stripped out only the desk/writing system, braziers, street lights, hearths (I even added my own flame, it's even in the correct location on the hearths too!), the throne, art, and a few more things. But you could start doing all sorts of stuff like this for yourself as well, it just takes a little investment, but I promise you it's worth it, and others (or I am, at least!) are willing to help you learn this stuff!
Anyway, I feel like I've ranted on long enough. But it's only because I think I can see in you what I felt like I was doing a few months ago, and if possible, I would always love to see RimWorld's modding community grow by one more
PS - I wanted to say again, especially if you really do decide to start working on mods, which I really hope you do
is that you should setup these shortcuts on your desktop, that I will post below. I have one folder that's just called a "Master Modlist" which is actually just "clean", or not-edited-by-me most up to date versions of mods. That way in case I go messing with some mods and I go too far and break a bunch of stuff and don't feel like taking a few steps back or whatever, I already have a fresh copy of the mod (that I just broke) clean and ready to go only a couple of clicks away that I can super easily replace my now broken mod with. And the HD'sFP is my own custom mod that I was referencing earlier. It has parts in it from about 50ish mods now, and I hope to release it someday. One of the last people that I'm still waiting on a response from is Vindar, the maker of Medieval Times, although he hasn't logged in to these forums in a few weeks last I checked.
But you will seriously save yourself so much freaking time if you mess with your mods as much as I do. It has probably saved me over a few hours at this point.
These are the shortcuts that are important to me:
Master Modlist (backups of all mods I have downloaded and the different versions too)
HD'sFP (my own custom mod that I am always working on, just put all of the little crap into one big mod to make it easier to manage)
Mods (because I am going in and out of this folder way too much)
Config (because this is an entirely different directory than the Mods folder, and just trust me that you will want this shortcut)
ModsConfig (because being able to edit this on the fly and/or add/remove/cut/paste lists through notepad++ is the way to do things, and not be forced to only change the list while in game like a plebeian)
Do just like Canute said. I highly, HIGHLY recommend you download and use Notepad++.
If you don't have any text editors besides the ones that came with your PC, then you will be doing yourself one of the biggest favors possible by using Notepad++ or something similar to it, if you plan to start tinkering with the mods you use. And to be honest with you, I think you are ready. With as much as you post on this forum, I think you are pretty familiar with most mods. Not saying that I am anyone to judge on who is or isn't "ready to tweak their mods", but rather I am trying to encourage you
Because a lot of the stuff you post, might be little modifications that you can do yourself.Anyway, like I said before, I'll be around to help if you get stuck with anything. Feel free to post here, but mind you that most responses will be pretty delayed. If you would like more instant answers, at least for the things I would be able to help you with, feel free to ping me on Discord. Link to my channel is in the signature. You remind me of how I was a couple months ago, wanting to change a lot of little things in mods. So I took up the mantle myself, and starting learning how the xml works and look at me now. I only started playing RimWorld in late October, and having absolutely zero education on programming or computer languages or anything, and now I've got my own thread with 10 different download links to updated and/or customized mods that I want to share with the community.
If you start to learn all of this stuff too, then I'm sure you will want to start making your own little mods for yourself. Overtime, a lot of these might grow into something that might even be worth releasing to the community! Who knows what others might like that you've created. Remember, not all mods have to be these huge projects with tons of content. Sometimes some of the absolute best mods in the world, things that have become must haves for me, are something that's very small and little, but makes so much sense to have once you've seen it. And sometimes those beautiful little 10/10 mods will have to come from a random user that doesn't even make any other mods, it was just something small that they thought of and built for themselves, but thankfully decided to share with everyone else at some point.
That could be you! You have enough knowledge and refined taste to know what you want out of the game. The xml really is not that difficult to start learning, and then you can start creating all of these little things that you'd like to see for yourself, right away! That is as long as it's something super simple, like you wanting to add in recipes to a stove, at least starting off.
No more having to ask a mod maker to include something, and then just hoping that they even read your post, let alone respond or even implement your request. And if it your request were to even be implemented, it might not even happen until the next update which could be months away!
Recipes are actually a great starting point, too! And then you just start browsing around other people's mods who have recipes, of course even the one you are going to want to copy from, also tweaking things here or there, adjusting some values to what you would like them to be, and just learning as you go. Just start browsing how other mods do stuff, and also check out the core defs. In Notepad++, I always leave the core folder as a "work from folder" thing that I can always open up all of it's sub folders and files in a tree/branch structure, which makes it incredibly quick if I need to see how the base game does some operation for reference. Plus, don't be worried about breaking anything. You won't cause any irreversible damage as long as we have proper backups made at proper intervals!
You should be able to find the recipe that you want to copy over, that is available at a different workstation (like stove or campfire or whatever) and then be able to find this recipe in the defs. In this recipe it should have a list of what "recipeUsers" it has, I believe, and you should be able to add in the camping stove. However, if that stove comes from a mod, and this recipe comes from a separate mod, then you are now making one mod "dependent" on the other one. You'll get a red error if you don't have both mods loaded.
To get around this, we can create a patch that will only load when both mods are loaded. We can make the patch only inject the bulk recipe into the camping stove if the mod from which these bulk recipes comes from is loaded as well. Or, we could just add in the bulk recipes into the mod that has the camping stove, so that you will always have these recipes when that mod is loaded, even if it's your only mod loaded. Or we could even create a separate mod that has only the recipes you want, divorced from the original parent mod, in case you only wanted a few specific things from said mod. That's what I've done to a ton of mods myself. For example, in Medieval Times, I have stripped out only the desk/writing system, braziers, street lights, hearths (I even added my own flame, it's even in the correct location on the hearths too!), the throne, art, and a few more things. But you could start doing all sorts of stuff like this for yourself as well, it just takes a little investment, but I promise you it's worth it, and others (or I am, at least!) are willing to help you learn this stuff!

Anyway, I feel like I've ranted on long enough. But it's only because I think I can see in you what I felt like I was doing a few months ago, and if possible, I would always love to see RimWorld's modding community grow by one more

PS - I wanted to say again, especially if you really do decide to start working on mods, which I really hope you do
is that you should setup these shortcuts on your desktop, that I will post below. I have one folder that's just called a "Master Modlist" which is actually just "clean", or not-edited-by-me most up to date versions of mods. That way in case I go messing with some mods and I go too far and break a bunch of stuff and don't feel like taking a few steps back or whatever, I already have a fresh copy of the mod (that I just broke) clean and ready to go only a couple of clicks away that I can super easily replace my now broken mod with. And the HD'sFP is my own custom mod that I was referencing earlier. It has parts in it from about 50ish mods now, and I hope to release it someday. One of the last people that I'm still waiting on a response from is Vindar, the maker of Medieval Times, although he hasn't logged in to these forums in a few weeks last I checked.But you will seriously save yourself so much freaking time if you mess with your mods as much as I do. It has probably saved me over a few hours at this point.
These are the shortcuts that are important to me:
Master Modlist (backups of all mods I have downloaded and the different versions too)
HD'sFP (my own custom mod that I am always working on, just put all of the little crap into one big mod to make it easier to manage)
Mods (because I am going in and out of this folder way too much)
Config (because this is an entirely different directory than the Mods folder, and just trust me that you will want this shortcut)
ModsConfig (because being able to edit this on the fly and/or add/remove/cut/paste lists through notepad++ is the way to do things, and not be forced to only change the list while in game like a plebeian)