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Messages - Tocato

#91
Mods / Re: Legacy Colonists
April 30, 2019, 12:54:46 AM
psychology doesnt allow customization (and thus saving) of colonists, though you can edit using devmode once in game, albeit that defeats the purpose of pc. Same with FS. Idk how it affects other pawns in the world though.
#92
know the tabs at the bottom, next to architect menu and history, world etc? I have 19 of them due to a ton of mods. So much so that I am still missing some that should show, such as the relations tab from fluffy, and if i recall correctly Prison Labor as well. Im sure there are others Im missing, but it appears the most the screen can hold is 19. Is there any way to 'cycle' the menus so that the ones that are missing can rotate when I need them by the click of a button? That way I can have 'compare gear' (for example) not show unless I want to actually compare two weapons at the time. Or am I supposed to do without now? If so, any way to prioritize what actually displays?
#93
Mods / Re: Legacy Colonists
April 29, 2019, 04:08:59 AM
Be careful. EDB PC currently have a major incompatibility with alien humanoid framework(no planet generation) and lesser incompatibilities with Facial stuff and Psychology
#94
Releases / Re: [1.0] Psychology (2018-11-18)
April 28, 2019, 01:17:07 AM
hello where is the psychology customization done in game? Im using prepare carefully and seem to recall doing it in b19. I dont see the tab during creation now though, to add on to what Kori said and I posted up in EDBs thread, this is what the author of prepare carefully said last month


" Both the Facial Stuff and Psychology mods coded their integration with Prepare Carefully in a way that ties them to a specific version. If I ever release a new version, those mod authors have to recompile their mods against that new version, even if I didn't make any changes to the parts of Prepare Carefully with which they are integrating. There are other ways to code it on their end to avoid that problem (using a technique called "reflection", which admittedly is a kind of an annoying way to have to code it), but that's not the way it's done now.

ive looked at flipping the integration so that Prepare Carefully is integrating with them instead of the other way around, but to do that, I have to copy code that belongs to their mods into Prepare Carefully. If I do that, I would have to maintain that code moving forward. If they change something on their end, I have to do updates on my end--it flips the problem, and I don't know if I want to take ownership of that. If those mods really are no longer being developed, maybe that ends up not being a real problem. Let me consider it."
#95
Quote from: Canute on April 26, 2019, 02:25:07 AM
Basicly yes, i allways could create my custom alien pawn's with EdB PC.
But that don't mean it can work with all races, maybe you use a race that isn't proper defined.

Just deactivate that race and try if you can create a new colony.
When it work, then the race don't work with Edb PC and you should report it to the author of the race.
But when it still don't work, some other mod  cause it.
hmmmm i think i got the problem. core/fluffys mod manager/edb/humanoid alien races/facial stuff. It seems its actually the latter that isnt playing well....even after adding the recommended alien faces patch in its front page. Its strange though, I can run a game with edb and facial stuff, or edb and humanoid alien framework,but not all 3 together.

Hmmm interesting response from edb last month. Looks like the problem also includes Psychology. Jeez all 4 of my essential mods xD

" Both the Facial Stuff and Psychology mods coded their integration with Prepare Carefully in a way that ties them to a specific version. If I ever release a new version, those mod authors have to recompile their mods against that new version, even if I didn't make any changes to the parts of Prepare Carefully with which they are integrating. There are other ways to code it on their end to avoid that problem (using a technique called "reflection", which admittedly is a kind of an annoying way to have to code it), but that's not the way it's done now.

ive looked at flipping the integration so that Prepare Carefully is integrating with them instead of the other way around, but to do that, I have to copy code that belongs to their mods into Prepare Carefully. If I do that, I would have to maintain that code moving forward. If they change something on their end, I have to do updates on my end--it flips the problem, and I don't know if I want to take ownership of that. If those mods really are no longer being developed, maybe that ends up not being a real problem. Let me consider it."
#96
For the logann, I noticed in barkys review he mentioned a lot of weapons are added, but im pushing 200 mods and would like to minimize the bleed. Any chance for a lite version?
#97
Mods / Question about interface
April 25, 2019, 11:36:03 PM
You guys know the tabs at the bottom, next to architect menu and history, world etc? I have 19 of them due to a ton of mods. So much so that I am still missing some that should show, such as the relations tab from fluffy, and if i recall correctly Prison Labor as well. Im sure there are others Im missing, but it appears the most the screen can hold is 19. Is there any way to 'cycle' the menus so that the ones that are missing can rotate when I need them by the click of a button? That way I can have 'compare gear' not show unless I want to actually compare two weapons at the time. Or am I supposed to do without now? If so, any way to prioritize what actually displays?
#98
Mods / Re: Legacy Colonists
April 25, 2019, 11:32:01 PM
yeah ive seen people post in the comments for it that they are getting duplicates of the same pawns. That would break immersion bad
#99
i have 19 tabs at the bottom and notice relations tab isnt showing? Is this a bug? Or is there a limit on how many mods that add to this?
#100
Is edb compatible with alien humanoid framework? Cant generate world and its the only thing i can think of
#101
Unfinished / Re: [B18] Prison Labor
August 03, 2018, 03:07:59 AM
Quote from: Ruisuki on July 30, 2018, 04:03:57 PM
Whats the problem with cleaning area mod? im currently using it
Hatti author of cleaning area has mentioned on july 30th that he will add compatibility with this mod if its finished by the time 1.0 is out. Bird up

#102
Its fine. Just letting him know so hes aware of a potential bug when he gets back to modding.
#103
Oh nice! Ty I wasnt aware of that. One thing I want to note is that two of my people who boarded the ships were inspired just mins before leaving the base. They became that way after another colonist back home who still has it, and its supposed to last a week, so they should too. I dont know if the inspiration just disappears when you enter the overworld in vanilla and will reappear when i reenter my colony (a sort of stasis) or if the ships themselves clear the inspired status but just something I thought you should know
#104
Quote from: Canute on June 02, 2018, 07:14:53 AM
phas made a patch you can find one page 37, that let the dropship land on the edge instead of center  at event maps.
But without that, yes, land before the map, and let one or all pawn's move to the map, later you can callin the dropship and select where it should land.
By 'land before the map' you mean use the 'touch down' option with the ship to generate a temporary map and then send someone to enter the real target location right? How do you get your colonists to leave the touched down map with anything other than the ship though? Is there a form caravan option somewhere?
#105
Im getting this

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