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Messages - isistoy

#196
Quote from: ItchyFlea on June 13, 2015, 02:23:27 PM
Updated to Alpha 11.

Stuffed Warg and Warg Rug have been added.
The Warg rug uses the Boar texture at the moment. This will be updated in the future. You can make the rugs now, as when I add the proper texture, existing saved games won't be affected. (Except they'll start showing the correct texture for the Warg rugs.)
A souvenir of past hunting parties gives you a great joy, seeing the most of you killing wild herds of haunted beasts!
Would it be sane to propose pet rugs?
#197
Personally, I'd like DOOM pigs as pets
#198
General Discussion / Re: Do Until You Have X
June 24, 2015, 01:34:38 AM
Quote from: TLHeart on June 23, 2015, 11:25:23 PM
really, since they do NOTHING for the ingredients either.
Do they? I haven't tested if that's the case, with some stacks of altered leathers.
Now, if no effect on ingredients, why not, but if it has an effect on cloth/leather piles, then another filterset would be more appropriate, as you might want to total count independently and respect the existing logic, only extending it.
#199
Ideas / Re: Your Cheapest Ideas
June 23, 2015, 07:00:53 PM
minimap + 1000
#200
General Discussion / Re: Do Until You Have X
June 23, 2015, 06:54:37 PM
Quote from: TLHeart on June 23, 2015, 07:55:42 AM
do until on clothing, needs to only count what you include on the quality and hit points bar, Not everything in the stockpile.
I mean, this is conflicting: filters are made for ingredients, not results, so it's debatable, imo...
#201
General Discussion / Re: Do Until You Have X
June 23, 2015, 03:45:08 PM
Quote from: TLHeart on June 23, 2015, 07:55:42 AM
do until on clothing, needs to only count what you include on the quality and hit points bar, Not everything in the stockpile.
Sure, these are filters that should defo apply!
#202
Outdated / Re: [A11] BackstoriesCore Update 7
June 23, 2015, 03:42:10 PM
What has been said and done (i.e. for us):

  • download and install the backstory mod as is
  • go back to your mod and then create a backstorydefs subfolder (putting these in your own mod ensures the "install & forget" you want) and go
#203
Bugs / [W|0.11.834] Warg Sounds are those of iguana
June 23, 2015, 05:01:59 AM
Found this in Core Defs -> ThingDef -> Races_Animals.xml:

#204
General Discussion / Re: Do Until You Have X
June 23, 2015, 03:45:11 AM
if he goes through this one, I would also request "Do until" for clothes to only count total of thing in your stockpiles, instead of all the map
#205
It's a virtual one, it's not that bad :) People would help you, if need be
#206
Help / Re: T.A.H.I.T.I. (WIP) Need Help
June 23, 2015, 03:14:52 AM
Maybe I am not on spot at all, but isn't there a zombie apocalypse mod, that might be of interest?
#207
Quote from: Shackleberry on June 22, 2015, 05:11:21 PM
Would be useful if there was an XSD (XML Schema Definition) for each of the XML files, would make validating XML between version far easier.
def schema validation would be of help. Without it, beyond compare, winmerge and so on.
#208
Help / Custom pawn - reservation problems
June 22, 2015, 11:31:40 PM
Ok, I believe this one to be a tough one:

Project K9 spawns custom pawns as wild. At that stage, these pawns already have several specific jobs, directly commanded by ThinkTree.
Some of these jobs are in need of putting exclusive reservation on things, to avoid concurrency with colonists.

For instance, before these custom pawns become "Colonists", they would be able to nourish from corpses.
From what I have seen, if they are not in Colony faction, I will get potential conflicts trying to do a reserve on a corpse and I have no guarantee that someone in the colony doesn't try to grab that corpse when I have a job on it.

From what I have also seen briefly, other mods creating pawns (Droids for instance) are setting faction to be of the Colony one. It makes sense in their point of view, but this is probably also made to allow hauling and more generally, works, to respect colony reservations.

In my case, I don't necessarily want my pawns to be in that Colony faction immediately, but maybe after an interaction has been done with the custom pawn itself, later on.


QUESTION:
can I get a reserve flag of a thing, that will be cross-faction or at least Colonist-safe, if I am not in colony faction? Or should I only do Colony faction pawns, like others did and deal with all the other trackers initially?

Will appreciate any contrib/help on this one a lot!
#209
UPDATE: I now have problems with paths of our custom pawns.
They conditionaly can wander the colony when they are tamed, but currently, they cross doors without problems and without activating doors animations (pass-through).

QUESTION: anyway I can avoid it when Wander colony is active in their thinktree node?
#210
These are useful piece of information. If I have other precise questions on backstory matters, I'll come by and bump them here.
Thanks again