hmm, seems like something broke between combat extended and C&P, the game spits out errors and pink squares if a child equips clothing if both are loaded at the same time, seems related to not having apparel for the child bodytype
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#2
Releases / Re: [1.1] Children and Pregnancy - v3.3.0
September 04, 2020, 12:10:56 AMQuote from: Belgrath on September 01, 2020, 06:47:50 AMyour load order is MONDO f*cked.
Hello People.
run through this https://rwom.fandom.com/wiki/Mod_Order_Guide
and then try again
#4
Releases / Re: [1.1] Children and Pregnancy - v3.3.0
August 29, 2020, 05:30:52 AMQuote from: hades7600 on August 28, 2020, 08:11:43 AMthis version of Babies & Children works mostly - the only issue is that child prisoners dont seem to get fed automatically, so you'll have to manually drop a meal in there every now and then. Oh, and it relies on you having a seperate mod for pregnancy, so thats something to be aware of
Is it currently not compatiable at all with 1.2? I miss this mod so much. Though I hope Tragix is doing well
#5
Releases / Re: [1.1] Children and Pregnancy - v2.1.1
May 30, 2020, 06:55:59 AMQuote from: IskeAhi on May 28, 2020, 06:51:27 AMa workaround is to turn off childcare on most of your pawns except any mothers you might have, and then put those mothers in a restricted area where they can go anywhere except to the tiles surrounding your charge port
My androids can work, but my human pawns keep dragging them to the charging station and 'playing' with them as if they were babies. Basically this causes an infinite loop where if I have a charging station built, the android is constantly being dragged off, meaning I cant repair them or charge their batteries.
this mod doesnt play well with alien races yet
also, suggestion, it'd be nice if the Allowed Age Range scenario part was patched to allow younger pawns than 15
#6
Releases / Re: [1.1] Children and Pregnancy - v2.0.6
April 29, 2020, 07:01:49 PM
it would be nice if babies had recreation boredom turned off so that their one (or nearly only one) option of recreation, social interacting, didnt take hours to filfill
#7
Releases / Re: [1.1] Children and Pregnancy - v2.0.6
April 27, 2020, 05:22:24 PM
i dont know the extent of how much you intend to support alien races, but do you think you could add some sort of user defined race filter option? i would like to disable androids (android tiers) from being seen as babies, as the vast majority of them spawn <5 years old and my colonists keep putting them to bed and playing pattycake with them lol
#8
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
August 06, 2018, 08:33:58 PM
Couple Hygiene suggestions:
Tribals/ascetics shouldn't care about doing their business out in the open
Being able to wash up in rivers and ponds, for similar reasons
Tribals/ascetics shouldn't care about doing their business out in the open
Being able to wash up in rivers and ponds, for similar reasons
#9
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 06, 2018, 08:55:23 AM
Thanks for the response
I'm sure I'll love the 1.0 version once I get around to installing it and my must-have mods are all updated
While I agree that the mechanoid belt is a good way to make non-violent pawns useful in combat, the mechanoids I try to place behind cover with it tend to walk to the cover and then just change courses completely, often behind less effective cover. I assume this is the main reason the AI core modification is an option, but I have yet to use that
I'll definitely draw up a couple more sprites!
I'm sure I'll love the 1.0 version once I get around to installing it and my must-have mods are all updated
While I agree that the mechanoid belt is a good way to make non-violent pawns useful in combat, the mechanoids I try to place behind cover with it tend to walk to the cover and then just change courses completely, often behind less effective cover. I assume this is the main reason the AI core modification is an option, but I have yet to use that
I'll definitely draw up a couple more sprites!
#10
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 06, 2018, 06:56:13 AM
Just finished a B18 game with this mod, had so much fun with it 
Some feedback:
Early-game I always felt low on parts, but by the mid-lategame i was swimming in parts, and I never even touched the advanced parts (Maybe a way to break down advanced mechanoid parts into normal ones + increasing scarcity of standard part drops would help even things out on both fronts?)
A way to assign weapons for mechanoids to use would be nice
Mechanoid belt works okay, but it seems like the whole concept is rough around the edges, I could never get much use out of it
Colonist mechanoids seem underpowered, a small tribal raid can make short work out of a 3-4 mechanoid squad, partially due to the aformentioned lack of being able to supply new charge lances, this makes them more of a diversionary asset more than an actual combat aid (could be used for baiting perfect mortar strikes I suppose)
A way to improve and augment mechanoids (reinforced armor, faster motors, improved aiming, etc) to add more depth would be great
those are just some ideas I had while playing, I was also using combat extended in this playthrough (I won't be upgrading to 1.0 until CE updates, hehe) and I felt that it could have more interaction between the two once CE updates. Maybe an upgrade that allows mechanoids to act as a replacement for the binoculars? I always found it a pain to pull out the designated "spotter colonist" to sit out in the open for 3 in game hours to refresh the binocular target.
Great mod, can't wait to see what's becoming of it once i upgrade to 1.0.
Also, here's a new hacking bench sprite since i saw that you were asking for new sprites, I didn't make a side or back view because I don't know if you'd like to use it. If you would, feel free to ask, I'd be happy to improve this one and make the rest of them

Some feedback:
Early-game I always felt low on parts, but by the mid-lategame i was swimming in parts, and I never even touched the advanced parts (Maybe a way to break down advanced mechanoid parts into normal ones + increasing scarcity of standard part drops would help even things out on both fronts?)
A way to assign weapons for mechanoids to use would be nice
Mechanoid belt works okay, but it seems like the whole concept is rough around the edges, I could never get much use out of it
Colonist mechanoids seem underpowered, a small tribal raid can make short work out of a 3-4 mechanoid squad, partially due to the aformentioned lack of being able to supply new charge lances, this makes them more of a diversionary asset more than an actual combat aid (could be used for baiting perfect mortar strikes I suppose)
A way to improve and augment mechanoids (reinforced armor, faster motors, improved aiming, etc) to add more depth would be great
those are just some ideas I had while playing, I was also using combat extended in this playthrough (I won't be upgrading to 1.0 until CE updates, hehe) and I felt that it could have more interaction between the two once CE updates. Maybe an upgrade that allows mechanoids to act as a replacement for the binoculars? I always found it a pain to pull out the designated "spotter colonist" to sit out in the open for 3 in game hours to refresh the binocular target.
Great mod, can't wait to see what's becoming of it once i upgrade to 1.0.
Also, here's a new hacking bench sprite since i saw that you were asking for new sprites, I didn't make a side or back view because I don't know if you'd like to use it. If you would, feel free to ask, I'd be happy to improve this one and make the rest of them
#11
Help / Hediff issue
July 12, 2018, 11:39:18 PM
I'm trying to add a hediff through surgery. I've tried addsHediff and HediffGiver but addsHediff does nothing and HediffGiver throws an error. Can anyone point me the right way?
EDIT: I had the wrong workerclass
EDIT: I had the wrong workerclass
#12
Releases / Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
July 10, 2018, 05:20:01 PM
great mod, really solves rimworlds lack of clothing variety, worth the extra couple seconds of loading on startup/on raids
if i may request a potentially controversial feature, could we perhaps see an optional mod setting for clothing to be chosen by gender (for raiders/traders)?
if i may request a potentially controversial feature, could we perhaps see an optional mod setting for clothing to be chosen by gender (for raiders/traders)?
#13
Releases / Re: [B18] Psychology (2018-3-18)
June 16, 2018, 12:36:11 PM
I think a neat feature would, instead of a prude trait, there was an amount of prudency each pawn had. like, while some people genuinly wish there weren't nudists running around, some would just be put off by it, some would be completely neutral, and some might even like it?
#14
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
May 25, 2018, 08:26:59 PM
It'd be nice for colonists to search for a different bathroom if the one they are going to use already has someone in it, that way we could have toilets and baths in the same room
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