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Messages - Amnesiac

#16
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 07, 2018, 12:56:47 AM
Awesome, thank you!

I also found a bug with Olive trees, they seem to "rot away" after a year or so even when they've been harvested and they aren't fully grown.

https://i.imgur.com/CeNDD6g.png
https://i.imgur.com/tB5nDG2.jpg
https://i.imgur.com/y29RrVo.png
Maybe some hidden max timer for harvestable plants?
#17
Hi, just started using the mod so I can't offer any feedback yet, but I'd like to know how to enable the new textures for medicine? I started playing in B19 and I like them better than the old ones, but I can't find the xml where you edit the textures to the "old" ones

Found it! I just deleted the patch file and it worked, thanks!
#18
Releases / Re: [B19] Wall Light
October 06, 2018, 03:25:48 AM
Hi, love this mod! A small improvement request, let lights be placed anywhere, even on mud or water. This is highly situational, just thought I'd ask!

Example: https://i.imgur.com/iHjwCcy.png
#19
Quote from: CthulhuTactical on October 03, 2018, 01:08:14 PM
Hi Fluffy, thanks for your awesome mods, is it possible to make vertical tab[meaning a scrollable table from top to the bottom of the screen] in Work Tab mod? I have to either mouse over or angle my head to read the vertical job titles.

There is an option in the mod settings for horizontal text which makes it much easier to read for me as well.
#20
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 03, 2018, 02:03:23 PM
Any way you can change the time it takes to sow ironwood trees? it takes days just to sow a small plot because each tree takes way too long to sow
Also, if you want your positive effects from coffee/tea etc to look like positive effects rather than negative effects, add this line to your <HediffDef>

<defaultLabelColor>(1,0,0.5)</defaultLabelColor> This color is Magenta, but you can make it whatever
Also hope its okay to report these to you, they aren't a big deal at all, but there's another typo in Hediffs_FruitDrink.xml
Line 34 should be "Healthy Drink" instead of <label>Healty Drink, Feeling Better.</label>
#21
Releases / Re: [B19] [KV] RimFridge [ModSync RW]
October 01, 2018, 06:52:07 AM
Understandable, no worries! I figured I'd just store some pemmican in there instead.

Another minor issue: https://i.imgur.com/89ZksoC.png
If you change the power requirement for the fridges, a huge amount of spam shows up in your history tab while you're typing the number, may want to make it only show up once you try pressing "apply" or maybe a message cooldown of 5 seconds, or something like that if you ever get the chance, super minor thing though.

Also thank you for the update for orbital trades!
#22
Releases / Re: [B19] [KV] Change Dresser [ModSync RW]
October 01, 2018, 06:27:07 AM
I have a question about how pawns prioritize which clothing to wear,

I've made two outfits for in-combat, one called Winter Soldier and another called Winter Soldier Quick which is the same as Winter Solder, just without armor for quickly moving or getting in position.

For some reason I have a pawn which decided that with Quick outfit, she'll wear a slightly damaged Tribal wear for her clothing:
https://i.imgur.com/aUIN3hP.png

But with Winter Soldier, She'll wear a button down shirt:
https://i.imgur.com/8GcIn3G.png

I assumed that it was because the tribal wear gave better armor, but it would actually be better for her to switch into plainleather pants and button down shirt:
https://i.imgur.com/opnr2VN.png

So for some reason, with the quick outfit, she's not switching to the best available clothing, but with the soldier outfit, she is. Kinda strange! Any Idea why?

Edit: possibly because the tribal wear gives her a slightly higher max temp?
#23
Quote from: Kiame on September 30, 2018, 03:40:04 PM
Update:
Can now Save/Load Shelf settings.

PogChamp Thank you!
#24
Releases / Re: [B19] [KV] Weapon Storage [ModSync RW]
October 01, 2018, 05:53:22 AM
Quote from: Kiame on September 30, 2018, 03:29:46 PM
Update:
Fixed the issue where the first weapon would disappear when picking up another weapon.

The current fix is not my preferred method but for some reason i can't get my preferred path to work.
This fix is currently: If a pawn tries to pick up a weapon, even if the original weapon is assigned to the pawn, the original weapon will be dropped on the floor. To assign weapons to a pawn the best way is to use the weapon storage's Assign Weapon to do that.

Just tested it out, no errors or disappearing weapons as far as I can tell!

It would be nice if the weapon just went back to the "pocket dimension", which I assume is your preferred option, but since that doesn't seem to be as simple as it sounds, its easy enough to just unassigned the weapon, and re-assign it to the pawn you want using the interface on the storage box. No disappearing weapons so I'm happy with it!

Thank you for the quick updates Kiame! ;D
#25
Releases / Re: [B19] [KV] Weapon Storage [ModSync RW]
September 30, 2018, 04:56:23 AM
Quote from: Kiame on September 28, 2018, 11:20:36 PM
Update:
Fixed an issue that caused weapon duplication when pawns dropped their weapon.

Thanks for the help Amnesiac

You're welcome!

Just updated and tested some things out, no issues with the weapons being unassigned now!

I did however, find another bug :-[ I was able to make a gun disappear and output an error:
https://git.io/fxfMP
https://i.imgur.com/zp7ftib.png

Steps:
1. Draft pawn, tell him to drop primary weapon (Which is a bolt action rifle, assigned to him. He also has another Shotgun, and Mace assigned to him.)
2. Tell pawn to pick up the just dropped Bolt Action Rifle.
3. Error occurs and Bolt Action disappears

In my testing, I noticed a few things which I think may be important;
1. If the pawn drops all his weapons, then picks up a weapon, this doesn't happen.
2. When a pawn has only 1 weapon assigned, no errors occurred as far as I could tell.
2. Only when he has assigned 2 or more weapons, then picks up a 3rd dropped weapon, does the error occur.

Sorry to do this to you! LOL
#26
Releases / Re: [B19] [KV] Weapon Storage [ModSync RW]
September 28, 2018, 03:29:36 PM
I did some more testing, and for me, it's happening when a pawn drops his currently equipped weapon, for some reason it's not becoming unassigned, creating the duplicate.
#27
Releases / Re: [B19] [KV] Weapon Storage [ModSync RW]
September 27, 2018, 05:04:44 AM
I was able to duplicate weapons with this mod, after a series of events involving arresting a colonist, I took a single chain shotgun and ended with two. https://i.imgur.com/etjHxnn.png

I know that sometimes the weapon will show up on the list and then disappear when checked, but this time the duplicate did not disappear from the list: https://i.imgur.com/7FTW0fd.png

This is how it happened:


1. Colonist A with the Chain Shotgun went on a food binge. Colonist A was arrested by Colonist B.
2. Colonist B places Colonist A in a prisoner bed, and removes his weapons and equipment. (Including the chain shotgun)
3. Colonist B Hauls the shotgun to weapon storage box.
4. Reload save after this happened, got this error:

Log - https://git.io/fAh9O
Picture - https://i.imgur.com/jkPW38H.png

5. Colonist A is released, Checked weapon storage and two Chain Shotguns now exist.
6. This persists after restarting the game, and the weapons can be assigned to different colonists, while causing errors.

As long as the duplicate exists, every time you load the game, you get these errors shown in the picture above.




  • As for a temp solution:
In the end I was able to fix it by dropping the duplicates outside of the storage in a previous save (Before the prisoner was released, if after, still gives error) and saving, then reloading. I could also use the devmode to delete the duplicate and stop the error.

Edit: upon further testing, I actually have no idea how I fixed it the first time. I had to use the dev mode to destroy the duplicate in order to stop the errors, but in my first test I was able to do it as described above, but in my later saves, I tried doing the same thing and was unsuccessful.

As a side note, if you save while one of the duplicates is moved/equipped after dropping them out of storage, before reloading, this happens: https://git.io/fAh9A 
https://i.imgur.com/h0xu5bl.png

Hope this helps!
#28
Of course this mod is yours Kiame ::) all your mods are becoming essential for me! I feel like I am spamming your forum posts but I have another feature request ;D

If possible, I'd like to be able to save the storage settings of Shelves
That's it!

I hope I don't seem too demanding with all of my feedback, bug reporting, and feature requests these past few days, I just want to give feedback for the mods I use most and help them become even better, thanks for listening!
#29
Releases / Re: [B19] [KV] RimFridge [ModSync RW]
September 27, 2018, 02:04:49 AM
Hi Kiame!

I have a suggestion for a new feature. If it's possible, it would be awesome to be able to tell my pawns to take meals to the fridge I have put inside my prison. https://i.imgur.com/ged2pf1.png

I wanted to keep some meals inside my kitchen, but I made a separate bill so that when the cook is done making 20 meals, he'll make 10 to stock the prison fridge with. Only problem is that the fridges don't show up as "stockpiles"!

I have no idea if it's possible, so if it's too much work, or not feasible, I completely understand.

I wish the base game had a way to store "x" amount of something in one stockpile or shelf, then this wouldn't even be needed!
#30
Releases / Re: [B19] [KV] Change Dresser [ModSync RW]
September 26, 2018, 12:24:11 AM
This mod is amazing. I had it for awhile and just finally figured out how it all works and wow. Took me a bit to understand it but I think I got it all set up. Thanks for saving me so much hassle with my outfits!