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Messages - TryB4Buy

#31
Releases / Re: [B18] ResearchPal and HelpTab
March 28, 2018, 04:58:54 PM
Does anyone know if this mod can be edited to allow the research queuing while NOT using the funny research screen? I like the vanilla research screen!
#32
Outdated / Re: [B18] Amnesia
March 28, 2018, 04:56:14 PM
Quote from: FrodoOf9Fingers on February 27, 2018, 06:18:21 PMAny mods that allow pawns to gain backstories or traits will still function as normal
What mods? Is there a whole list of mods on this forum I have missed that allow you to edit backstories?
#33
Mods / [Mod Request] Research Queue
March 28, 2018, 02:42:34 PM
Is there another mod that has research queuing besides research pal? I don't feel the need to change the vanilla tab format.
#34
Quote from: Mehni on March 17, 2018, 09:41:04 AMMeat shields are costly. I tried it the other day, and the friendly fire caused relations to drop by a hefty amount.

Friendly pawns will make their way off the map by themselves sooner or later, so making a mod do that would be replicating vanilla behaviour. It does give me an idea to dismiss friendlies though.
I used to see the behavior you mentioned a lot, but I don't see that too much anymore. Generally the AI only gets mad when I actually hit them with friendly fire while hiting raiders or if the raiders knock down a ceiling so the friendlies can't identify the source of the damage. When the traders walk face-first into raiders all on their own, they don't blame me for their deaths at the hands of the pirates. To be clear, they can fight factions they are hostile with all day without blaming me as long as my pawns aren't involved.

And the example I gave had the leader dead so the single follower left over never decided to go home. Vanilla only helps pawns (that decide to leave) exit. Vanilla doesn't always force them to leave if the leader is gone it seems.
#35
I found theses (how did I miss them?) when finally breaking down and doing another search for 'take to inventory' mods so that I wouldn't have stupid vanilla pawns walk 15 miles, to pick up one threadbare shirt and then walk 15miles back rather than just pile on the other nearby shirt the way he could have if he were part of a caravan. Hauling animals aren't micro-able and assembly line mods are even more inefficient when you have a large or wide open map.

THANK YOU.
THANK YOU.
THANK YOU.

Quote from: Mehni on March 06, 2018, 11:46:39 AMNew mod:
Dismiss traders with the click of a button. Simply get rid of loitering traders that have overstayed their welcome with the click of a button.
At first I thought (with the caravan spot mod), why would you want a trader to leave when they can be a meat shield for you? And then I remembered that one strange time I had a trader get 'stuck' inside my base after his buddies left/died. I had to wait many, many days of him walking in out of doors all the time (waking up colonists and letting out the heat) before he passed out from hunger because I didn't want to hurt him. Can you make it so we can click on individuals who aren't the leader to kick them out too?
#36
Quote from: Ratys on January 07, 2018, 10:11:40 PM
Quote from: Dodging Rain on January 07, 2018, 07:50:23 PM
Quote from: TryB4Buy on January 07, 2018, 01:53:29 PM
The solar flare mod works for all electric buildings except the comms console which still says "cannot use (solar flare)".

It did say in the game description that radio communication still doesn't work, I believe.

Exactly, it's intentional. Wasn't completely trivial to implement, either.
I see. I was just confused because strangers in need of aid still 'radio' you during a solar flare, etc. in the base game. Perhaps this should be a mod option, firstly?

I used this mod to play with a permanent solar flare scenario. Basically, if forces some interesting tech deviations. Secondly, I had to not require the additional research bench. But unfortunately I have to edit the save file to temporarily 'turn off' that part of the scenario because the shield doesn't work if built during a flare -- even with a fueled generator right next to it! Perhaps that could be a third option/change?

Fourthly, can switches be made to work during solar eclipses (they are just a wire separation, really) so that you could put a battery between one and lone wind mill to charge them even if they are otherwise unusable?
#37
1) There is no way to tell a pawn that taking a drug (during a scheduled time, of course) is more important than other assigned work. If you have drugs A, B, C, & D then you can wait for a pawn to, after waking go take drugs. But the pawn will usually only take drugs A & B. C comes if you are lucky, and D never happens even though all 4 drugs are adjacent and nothing else changes. The pawn just decides to ignore the drug's identical schedules and go do something else instead.

2) There is no way to tell a pawn during sleep time, but after being awoken, that healing itself is more important than going back sleep. This bug only shows during sleep time. During work time the interruption functions just fine. I think this is because sleeping has automatic highest priority. See more in-depth below

There is no work around for the first one (you have to use manual orders and just not trust the built in scheduling of drugs). The scheduler has no sleep column, so there is no reliable way to have a pawn automatically take wakeup when exhausted. Basically, the drug scheduler is inadequate/broken.

The second requires waking up, drafting, flipping the colonist to working, waiting a tick (THIS STEP IS REQUIRED BECAUSE OF AN ADDITIONAL BUG), undrafting so the pawn can start to self-tend, then switching the working time to sleep time. I have to do this for a dozen colonists every night, sometimes multiple times (mechanites, flu, etc). Drowsy colonists sleep twice a day and so I have to do this two times as often. It's awful.

This is easy to recreate with a test map. If I can go make a 30 second vanilla save if needed.
#38
Outdated / Re: [B18] DD Work Tab
February 22, 2018, 04:42:04 PM
Quote from: Dingo on February 12, 2018, 01:06:02 PMMeanwhile DD is actually just a clusterfuck. :P I'll admit in hindsight I put in way too much work for a proof of concept. Happy to see people contributing textures, though! I promise one day I'll have some spare time (or RimWorld will update) and I'll force myself to update the mod a bit.
Aw man. Speaking of those fully seperated actions, there is no way to give higher priority to things certain actions even with this mod.

For instance, there is no way to tell a pawn that taking a drug (during a scheduled time, of course) is more important than hauling. There is no way to tell a pawn during sleep time, but after being awoken, that healing itself is more important than going back sleep.

There is no work around for the first one (you have to use manual orders and just not trust the built in scheduling of drugs) and the second requires waking up, drafting, flipping the colonist to working, waiting a tick (DO NOT SKIP THIS STEP), undrafting, then switching the working time to sleep time. I have to do this for a dozen colonists every night, sometimes multiple times (mechanites, flu, etc). Drowsy colonists sleep twice a day and so I have to do this two times as often. It's awful.
#39
I don't have any freezes, just lag. And its only upon right clicking. I made sure to come back here after my current campaign ended (Rimworld ran out of pawns to generate, so no raids even via dev menu).

I just went through my whole mod list adding groups of mods at a time to try to isolate it, but I can't. Frustratingly, I think the load order matters in the reproducibility. Of course, this means that after I shook up the order, the lag went away. So, yay.
#40
The solar flare mod works for all electric buildings except the comms console which still says "cannot use (solar flare)". Anyways, I love this mod!
#41
@Canute Sorry about the text dump, but it faster than a pastebin link.

Quote from: falconne on December 29, 2017, 04:12:58 AM@TryB4Buy in this update I have added a guard around the area where you're getting a problem. I don't know why it's happening; your stack trace implies the game is generating an ancient danger, but you say you were just right clicking a target, so something weird is going on. Regardless, with this update the problem should go away.
Sweet. Now that's turn around time! I'm using pretty much every QoL mod that is B18 compatible, so if AFF works for me then it will work for anyone.

I still have a slight frame drop (from another mod) but it could be the other mods like Defense Positions or something. Not sure. I did manage to recreate the massive (sometimes) frame drop, but it throws no errors so I don't know how to troubleshoot it.
#42
Inventory management (Force pick-up/drop) is sorely needed. I trust Tynan will add it one day...
#43
Outdated / Re: [A18] More Mental Breaks
January 04, 2018, 12:15:07 AM
Non-steam
#44
General Discussion / Re: How to Edit Pain Effects
December 30, 2017, 11:06:31 AM
So I don't see an edit button on the wiki. I wanted to add the following information into the page for Pain:

Pain      ->   Consciousness Penalty
11-15   ->   -2%
15-19   ->   -4%
20-24   ->    -5%
25-29   ->   -9%
30-34   ->   -10%
35-39   ->   -12%
40-44   ->   -14%
45-49   ->   -16%
50-54   ->   -18%
55-59   ->   -20%
60-64   ->   -22%
65-69   ->   -25%
70-74   ->   -27%
75-79   ->   -30%
80-84   ->   -32%
85-89   ->   -35%
90-94   ->   -37%
95-99   ->   -39%
100      ->   -40%
#45
General Discussion / Re: [A18] Wetlands - Swamp biomes
December 30, 2017, 11:04:18 AM
Quote from: Wintersdark on November 18, 2017, 09:16:57 PMI like how the swamp biomes present unique challenges.
Bingo. Biomes aren't meant to be balanced. This is an okay game design move as long as you hang a sign on the front door that says "THIS WAY IS HARDER." See ice sheets.

I can't play on temperate biomes anymore. Only the extreme, desolate ones are any challenge anymore. Swamps are just too easy: average temperature, rich farmland everywhere for devilstrand, consistently incoming animals, and hilarious amounts of map resources. If it weren't for the fact that pumps are needed, it would be easy mode.