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Messages - blizzardwolf420

#1
Releases / Re: [B18] A RimWorld of Magic
February 03, 2018, 07:10:01 PM
Quote from: billyma6 on February 03, 2018, 04:50:15 PM
Quote from: Harry_Dicks on February 03, 2018, 05:48:33 AM
Quote from: Radis_cale on February 03, 2018, 04:06:59 AM
Just got a incapable of violence necromancer, he can't do anything, even raising the dead is violent ^^


Well who are you to interfere with this necromancer's moral conundrum? ;D

UNDEAD LIVES MATTER!

Maybe try RF - Pawns Are Capable! until this is fixed. ;)

...but undead aren't living, so how do they have lives...?

but undead means not dead so therefore life is in them , albeit not the same amount of life lol.
#2
any idea if the map gen mod conflicts with the new biome mods that have been popping up ,ie natures pretty sweet and more biomes.  I really like your mods but im worried they may break things if used together.
#3
oooooo this is neat time to make a POW camp lol. illl test this with rimatomics and see just how powerfull i can make it lol.
#4
Releases / Re: [B18] A RimWorld of Magic
January 26, 2018, 08:25:08 PM
if anyone still has issues with the "master" spell for arcane. 1 research portal, 2 build portal, 3 activate portal ( with an arcane mage that knows the spell) , 4 then charge portal ( with any mage) , then  do steps one thru 4 for the place you want to teleport too. and by "portal" i mean gateway then ??? followed by profit.  you need a gateway in both areas to work
also torran I noticed trees can grow in the area  ( also plants and other things) of the portal is at and (disrupt)  the spell so also keep that in mind people.
#5
so im having a bit of a problem with the biomes , half the time when i generate the map ill get some cave animals and no mushrooms or water in any of the caves leading to the death of every animal in the map with no new ones spawning. Plus with no way to grow food or get wood for the planters in time my colony starves to death. any idea what could be causeing this?
#6
Quote from: ProfZelonka on January 23, 2018, 01:47:02 AM
I don't understand.. What about a human pregnancy mod? Are we really getting a humanoid pregnancy framework before human pregnancy?
the birds and bees mod dose it for humans, I assume this is to help add it to custom races.
#7
Releases / Re: [B18] A RimWorld of Magic
January 16, 2018, 12:48:40 AM
Quote from: Torann on January 15, 2018, 11:34:29 AM
Quote from: blizzardwolf420 on January 14, 2018, 08:48:27 PM
so torran any idea whats causing the conflict with your mod and the rim of madness mod? it seems to conflict with a bunch of errors , I tested all my mods and rim of madness seems to be the only one that really tosses up any errors with your mod. A shame really I really wanted to use these mods together but ill have to just stick with your mod for now till someone can figure out what the conflict is, based on the errors given it seems to be someone with jecstools.

I play with all the ROM mods and don't have any issues.  Like Canute said, best bet is to make sure your mods are up-to-date and all supporting mods (like jecs tools and hugslib) are also up-to-date.  Also check your mod load order to make sure supporting mods are loaded first.
If you still have issues, I'd recommend deleting the entire folder for each mod your having issues with - sometimes mod developers reorganize or recompile differently but it'll leave old files that can conflict.
you guys were right, i havnt updated hugs and jecs  in a month  so an update fixed all my issues i had. stupid me should have done that first.
#8
Releases / Re: [B18] A RimWorld of Magic
January 14, 2018, 08:48:27 PM
so torran any idea whats causing the conflict with your mod and the rim of madness mod? it seems to conflict with a bunch of errors , I tested all my mods and rim of madness seems to be the only one that really tosses up any errors with your mod. A shame really I really wanted to use these mods together but ill have to just stick with your mod for now till someone can figure out what the conflict is, based on the errors given it seems to be someone with jecstools.
#9
Releases / Re: [B18] A RimWorld of Magic
January 10, 2018, 01:44:33 AM
i had an idea for none magic pawns of gaining magic , plus a way of adding different kinds of magic pawns. anyone who has a large amount of intelligence can learn how to do alchemy , kind of like full metal alchemist style.. It would be a good way to give others a chance to match gifted pawns in their own way, and add a whole new field  of "magic" to the rimworlds.  granted this is probably a more down the line kind of thing  , but it is a new way of granting  power to one who cant use magic.
#10
Quote from: malloc on January 05, 2018, 01:51:52 AM
Quote from: blizzardwolf420 on January 04, 2018, 11:55:03 PM
it wont allow me to force it, and i have everything it needs. I made a sep save with pawns who are all maxed out at 20 for all skill , made sure i had all the materials and then some and it still wont work.  Im waiting to see if anyone else has the issue with the beta, if not then it may be some weird mod conflict that just isnt tossing up an error.

No issues with it here.  Are you using Fluffy's Work Tab?  There are new job givers for the Nuclear types (Do Research within Crafting, etc.) so check that they are set for the Pawns.  What does it say when you right click the table with a pawn selected?

I added the mod to an existing save and some pawns got the new work type added with a priority by default while others did not so maybe that is the issue ?

I do not use  that mod but maby i should,when i right click it dosnt say anything. ill see if the new update fixes it if not then ill grab that mod

#11
it wont allow me to force it, and i have everything it needs. I made a sep save with pawns who are all maxed out at 20 for all skill , made sure i had all the materials and then some and it still wont work.  Im waiting to see if anyone else has the issue with the beta, if not then it may be some weird mod conflict that just isnt tossing up an error.
#12
Releases / Re: [B18] A RimWorld of Magic
January 04, 2018, 11:44:09 PM
when i think of magical calamity i think maybe of like  spawning a boss creature that you have to deal with accompanied by a special storm possibly dropping meteorites or, lighting  ,  ice , and fire  from some of the master spells but in a map wide area and less frequent to hit so it dosnt destroy your whole colony.
#13
so im having a small issue with the research, my pawns just refuse to use the bench and start any research. perhaps im doing something wrong , but they just seem to not use the bench.
#14
Releases / Re: [B18] A RimWorld of Magic
December 27, 2017, 01:28:21 AM
it wasnt one of the master spells  it was one of the new ones, i was trying to tech my thunder mage to learn charge battery. all my other pawns could learn it tho
#15
Releases / Re: [B18] A RimWorld of Magic
December 26, 2017, 01:45:54 PM
Ive run into an odd issue, sometimes ill go have a pawn learn a new spell via scroll and it says they cant learn it? no errors or anything , ill mess around with it to see if i can find the problem.