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Messages - makute

#31
Mod bugs / Construction frames never get finished
September 26, 2019, 12:18:42 PM
Hello everyone,

I resumed an old game after a long hiatus and found that my constructors never finish their frames. Materials are hauled and spent but the frame stays at "Work Left 0" forever.

After a search for similar bugs I find several reports from a few months ago blaiming mods like "Minify everything" or "Pick Up and Haul". Already tried toggling them off to no avail. Also, all my frames have an extra square on top, which may be a related issue or not: https://imgur.com/a/ZuPmNFd

Log file: https://gist.github.com/5f4fd068e6374b3d2c47042dbb3a7664

I'll appreciate any help.
#32
Hello again,

Would I be able to harvest mechanoid parts and guns again with the "Reclaim, Reuse, Recycle" benches if I install "What the Hack!"?

Thanks.
#33
Hello everyone,

Would I be able to harvest mechanoid parts again with the "Reclaim, Reuse, Recycle" benches if I install "What the Hack!"?

Thanks.
#34
Mods / Re: question - any reform caravan timer mod?
September 16, 2019, 07:08:41 AM
"4M Mehni's Misc Modifications" has an option to change the caravan default timer.

https://github.com/RimWorld-CCL-Reborn/4M-Mehni-s-Misc-Modifications/releases
#35
Unfinished / Re: [WIP] Deep Storage (functional)
September 11, 2019, 05:57:36 AM
Quote from: sumghai on September 11, 2019, 04:23:36 AM
Unfortunately, coding Harmony patches to allow LWM.DS Lockers to automatically unload firearms as they are being stored inside the lockers is probably too far outside my ability, so I'm not gonna be of much help there.
What about making the loaded ammo counts towards the total inventory instead of being "hidden" inside if the gun, so the pawns can get out of them an into theirs? Could that be feasible?

Quote from: sumghai on September 11, 2019, 04:23:36 AMI'm thinking of making a new 1x2 LWM.DS building specifically for storing mortar/tank shells and missiles, while leaving the current cabinets and lockers for weapons and smaller ammo.

Thoughts?
That sounds awesome. In fact, mortar shells take so much space in lockers (and are so volatile), that I'd prefer to have an alternative place for storing them.

Quote from: sumghai on September 11, 2019, 04:23:36 AM
I am currently tangentially involved in the CE: FastTrack fork project, but my contributions are mainly compatibility patches instead of any codebase changes.
Reading through your changelog I noticed this: "[Misc] Added Vehicles BodyShapeDef for pawn/creature like "vehicles"", how that relates to https://ludeon.com/forums/index.php?topic=48126.0?
#36
Unfinished / Re: [WIP] Deep Storage (functional)
September 10, 2019, 05:54:41 PM
Thanks a lot LWM.

Whatever solution you can come off will be quite an improvements over the alternative of manually track and unload every looted weapon, or after every change in the pawns loadout.
#37
Unfinished / Re: [WIP] Deep Storage (functional)
September 10, 2019, 05:57:25 AM
I already asked in the CE thread, but it seems I won't get an asnwer soon, so maybe you can lend some help.

It would be possible for the weapon lockers to automatically unload ammo from the guns stored in them? Or maybe that the ammo on the guns reflects on the total count, so I know exactly how much ammo I have of every type?

Thanks in advance.
#38
    Quote from: NinjaSiren on September 07, 2019, 12:13:25 PM
    • Vehicles now reset faction when downed, though if the enemy leaves before it is downed it will remain owned by them, and I'm working on having it claimable by the player when in that state.
    this mod is now compatible with... ...Ignite Everything.
    Witness me!! :D
    #39
    Quote from: Canute on September 07, 2019, 06:33:45 AM
    Or do you want modular setup. Then you need at example multiple engine's for a vehicle.
    That kind of customization would be really cool. Like, giving the player the chance to choose which weapon mount on a vehicle. Maybe heavier guns and armor could make them slower, and viceversa.
    #40
    Hello again,

    I come with a suggestion for a small QoL addition that I didn't know I needed until recentrly: Pawns should unload the ammo before storing any gun. Either automatically or via RmB context menu. This way, the player would keep an accurate count of ammo at all times.

    Currently, I need to manually unload every looted gun, and whenever I swap weapons around my pawns.

    Thanks a lot.
    #41
    Quote from: NinjaSiren on August 29, 2019, 08:34:05 AM
    No downloads yet, but incoming this end of the month.
    Thanks a lot for your hard work mate :)

    BTW, what are your plans on making the vehicles guns use the expendable ammo from CE?
    #42
    Releases / Re: [1.0] SeedsPlease!
    August 27, 2019, 11:30:42 AM
    Is there a recommended load order when using SeedsPlease! along with Rainbeau's Fertile Fields, Rainbeau's Wild Cultivation and Extended Fabrics?

    I had cotton seeds and balls back in B18, but can't get it to work in 1.0.

    Thanks a lot.
    #43
    Just installed it and the "Badge" tab appears empty. May I download the badges separately?

    NMV, just swapped a few mods around and it's working alright now.
    #44
    I see. Will give a try on my current run thought.
    #45
    May I assume one needs to start a New Game for the mod to work? How safe is to add it to an existing world?