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Messages - onearchitype

#1
Quote from: joaonunes on May 18, 2016, 05:21:55 PM
Anyone else had a problem where I set someone to mine/construct/doctor/etc but when I try to force the pawn to actually do that kind of job the game just states that "NAME is not a X"? Same load order as before, havent updated to the new version although I changed the CCL version on the xml to "work" correctly.
Am I missing anything?

Edit: I have installed more mods, but the problem already existed before, just never gave much importance because my colony was a mess...

New mods are extended storage(skullywag), smart bears and tilled soil, should make no difference I guess...

Yes, I have had the same problem. At first I thought there was an incompatibility with Fish Industry. Now I will wait for the update. Love the concept of the mod.
#2
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 05, 2016, 06:56:23 PM
Quote from: Tyriss on January 05, 2016, 04:27:16 PM
Love the modpack mate. It got me back into the game. I'm currently conflicted though if I want to play this modpack or just use Prepare carefully with the Crash Landing mod. Crash Landing mod is amazing, I tried adding it to the modpack but it caused researching to bug out. Not sure if me or if that is replicated for everyone.

The same thing happened to me with this latest version when trying to use kNumbers. I had always been able to use it in the past. You may want to try Crash Landing with release 1.22.
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 04, 2016, 01:54:19 PM
Thanks for the update. Cool new features. However, I started a new game ...(clean install) with 1.23 and the tailor's workbench will not work. Is anyone else having a problem with this bench using 1.23?

Prior to 1.23 I was using kNumbers with MVP cause its another amazing mod but it seems to not like the 1.23 version. I'm hoping you will add it to your modpack.

I am now playing using only the modpack and the tailor's workbench seems to not act on assigned bills.  :(
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 30, 2015, 12:21:45 AM
I've also noticed a couple issues... 1) the bill counter does not recognize the number of items in a storage container. I'm using the wooden pallets. When I use the craft until you have a set number, the colonists keep crafting even beyond the number. I have to then manually suspend the bill. 2) colonists do not automatically go to an empty hospital bed when an operation bill is tasked. They instead go to their own bed.

I'm playing on the most recent build.
#5
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 29, 2015, 02:20:03 AM
Quote from: simon-82 on November 24, 2015, 03:41:46 PM

- As a second request, I am still looking for some screenshots for this thread to put on the first page.
Show me your awesome colonies you made with the modpack! :)

Here is my 2 year colony.


The soil and food growing changes make a lot more sense now! I have been having a lot of fun so far.
I still wish for torches, storage items for drinks, and wardrobes to hold multiple clothing items. Its the clothes and weapons that become overwhelming. As you can see I like a tidy colony.
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 11, 2015, 04:25:10 PM
Really love your Mod...I like the slow build of tech the research tree decisions. Suggestion: would you consider adding Powerless to the pack? I really like being able to take my time when it comes to power and the torch items in Powerless are fantastic. I also like the tables and stumps which can be used in bedrooms without having to remember to turn off gathering.
#7
Ideas / Re: Your Cheapest Ideas
October 28, 2015, 04:37:27 PM
1.Sick colonists can get joy when a tv is in the room and on.
2. Sick colonists have a smaller "sharing" debuff in shared medical bay.
#8
Ideas / Re: Your Cheapest Ideas
October 15, 2015, 08:44:03 PM
Favorite Foods; Hated Foods; Allergic Foods

Colonists get a mood boost for favorite foods, the opposite for hated foods; and a medical problem for allergic foods
#9
Outdated / Re: [A12] EnviroSeed SK v1.0
October 14, 2015, 07:29:20 PM
Quote from: dismar on October 14, 2015, 04:02:30 PM
yea i had some time to look into it and it is taking a lot longer to grow in perfect situations. I'll have to msg sky to look into the Dll file to see if it a problem there.

Thanks!
#10
Outdated / Re: [A12] EnviroSeed SK v1.0
October 14, 2015, 12:29:55 PM
Quote
If anything the plants should be growing faster then vanilla. Gnomes has a multiplier build into it and happens most often of all Gnomes... I've looked though out the defs and didn't see any reason for an issue. Can ya send me a list of ya mods so i can investigate further?

I started a new "test" colony to figure out which mod it was and it was this one. The current test colony only has three mods... Eb Interface, Pawns Icons and EnviroSeed.
#11
Outdated / Re: [A12] EnviroSeed SK v1.0
October 14, 2015, 10:25:42 AM
I have been playing with this mod for about 9 months in RimWorld time and I noticed that crops grow extremely slow. So I did a test and there is definitely a difference. Vanilla Rimworld potato crops grow approx. 10-12% each day while EnviroSeeds potato crops grow only between 1-2% each day. I started growing potatoes on Mar 1 and by day Sept 1 I am still waiting for these first crops to complete. I did some peeking into the def files but can't find the reason for this. Any ideas?
Thanks!