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Messages - Ceanox

#1
Releases / Re: [A18][A17] RunAndGun
November 07, 2017, 05:36:41 PM
Quote from: Roolo on October 29, 2017, 10:42:08 AM
Quote from: Ceanox on October 28, 2017, 08:03:49 PM
Got this Problem
http://prntscr.com/h3bccb
And this
http://prntscr.com/h3bcfe
Error upon load, disables all mods
Also the mods i have.
http://prntscr.com/h3bcyu

Do with it what you will

Thanks for the report! Some questions to you: was this in alpha 18? What version of hugslib are you using and is it loaded before run and gun? Did you install the mods manually or using steam workshop?

Sorry for not responding, and it was Alpha 18, first beta version of hugslibs, but i disabled it, and i did it manually
#2
Releases / Re: [A18][A17] RunAndGun
October 28, 2017, 08:03:49 PM
Got this Problem
http://prntscr.com/h3bccb
And this
http://prntscr.com/h3bcfe
Error upon load, disables all mods
Also the mods i have.
http://prntscr.com/h3bcyu

Do with it what you will
#3
Outdated / Re: [A17] Ever Heard of Walls Insectoids?
October 21, 2017, 02:39:05 AM
Screenshots?
#4
Releases / Re: [A17] Run&Gun
October 19, 2017, 02:20:43 AM
If you got in contact with the CE develloper, This could have so much potential.
Talking to my friend today about it, imagine like in real life you'll be supressing the enemy while you run to better cover.
I honestly think this is the best, most simple mod for A17, such a simple concept executed flawlessly.

Bravo.
#5
Going to presume english isn't your first language, so i'll add corrections here for you  :)
evryone = everyone
idee = idea
discription = description
furst = first
sorie = sorry
exstra = extra
texsture's = texture's
evry = every
juse = use
exsept = except
maby = maybe
artis = artist
whit = with

Hopefully this helps you :)
#6
Releases / Re: [A17] Run&Gun
October 15, 2017, 10:14:24 AM
My god, MY already powerful Marjot, Can be even more powerful While dodging the bullets!

This mod is great, No errors at all.
#7
Releases / Re: [A17] Locks
October 03, 2017, 05:36:40 PM
This seems like such a better indepth lock mod, Going to try it out and give a proper review.  :D
#8
Stories / Re: Your favourite colonists
September 24, 2017, 07:02:10 PM
MY favourite Colnists are:
Patricia Anthony, the level 20 constructor & Melee fighter, equipped with legendary power armor and a legendary plasteel spear, Who was obviously partnered with:
Kagaroo. The nudist Sith Master who shot everyone with lightning and threw all shots back at everybody.

The picture is my Recreation of all my favourite characters, all put together in one world.

[attachment deleted by admin: too old]
#9
Outdated / Re: [A17] Save Our Ship
September 21, 2017, 06:28:09 PM
Does this wokr with sd_spaceship, like as in does it save the constructions that are added with the mod, if so this would be amazing.
#10
Mabye make an update so that my Prisoners can use the little bathroom i made for them?
http://prntscr.com/g7tdzf
#11
Releases / Re: [A17] Death Rattle (2017-7-18)
August 07, 2017, 08:30:03 PM
So, I had a colonist who had their head torn off by a Thrumbo, i killed the thrumbo, and kept alive a... headless, person, Sadly i din't have any mods to harvest somebodies entire head, and i just stared as we took out the headless alive person's organs. I think you'll need to make instant death for that, Also same for huge neck damage, as both head damage and neck damage destroy the head.
#12
Quote from: misakstefl on June 03, 2017, 06:53:30 AM
Is update to A17 coming?

Alpha 16 Version Works in Alpha 17, If you want to listen to them in game now, Tried and tested it.
#13
So. What is this said "Hidden object" That tracks orbit ships?
#14
Got this error, Already been pointed out. But i really need some clarification to it. As I've been on my World for 6 years now And This mod literally brought a tear to my eye of how good it was. Basically when it's built the blueprint goes away, this comes up and nothing is built.

Object reference not set to an instance of an object
  at OHUShips.ShipBase.InitiateShipProperties () [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

If anybody knows how i can make it work with an existing world please tell me.
#15
Is it the Modpack, Or a bug that cuses me to not install new bodyparts (Apart from peglegs) Onto another injured human? Because i am trying to do it in a non medical Double bed, Or would i need to make a medical room.