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Messages - seadderkrupp

#1
Do you get the eggs for the basin from traders or from fishing?
#2
Do you need to research a tech or have the replacements on hand? As one animal lost a leg but no Bill but the Euthenise?

Never mind, i realised i had to have not only the items but the animal needs more training before they can be given operations.  Can get my man eating mog back on the fronline:)
#3
Just want to say thanks elStrages for this mod. Makes playing alpha9 more complete. Makes me wish at times i could get my head around all the .dll and xml things to try modding myself:)
#4
Thanks Vonholtz:) That is a lot easier and worked as well. I dropped glittertech though as caused issues with being able to perform operations.
#5
Deleted - nvmd:) found it was easier to remove Glittertech and that sorted all the problems.
#6
Am using Win7 64. I have it working now. Basically deleted the configs and deleted the already created world(saved copies elsewhere) to start from scratch. Loaded Zombies only and created a world.
Waited a minute for the colonists to drop in and the alerts to show up. And it worked. So gradually added mods one at a time, each time reloading the game. And as long as the world is created using only the zombie mod and it is later in the load order it works fine. For me at least.
#7
Same with me. I love the zombies being the main trouble. And would gladly give up other mods to have it run. Will do a complete reinstall etc of everything and try it again. Must be something to do with my pc somewhere. Lucky i am already bald(never thought i would say that) as looking at more tearing the hair out time:)
#8
Love this mod. Until the new rimworld build it seems. As went to create a new world and it will not activate at all. Have deleted everything including saved worlds, configs etc. Tried running it with no other mods at all and same.

It was working alongside the following mods - Less Incidents, Cybernetic storm, EDB mod order+prepare, Gardening, prison improvements, rimeffect, rimfire and RTG's. Could have been Glittertech that did it but removed all files etc and not working now.
#9
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 23, 2015, 04:38:00 PM
Tried changing the load order. No change. Seems to be when i use prepare carefully, those colonists cannot accept any operations. Whilst anyone joining later on can. Only way i had around this was to modify the Humanoid defs file with the cybernetic storm one.
#10
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 23, 2015, 04:07:16 PM
Any way to get the Zombie mod to work with this? As seems the Glittertech overwites the faction defs etc of the zombie mod. Also If using the Cybernetic storm, have to put the Humanoid recipes from that into the GT one or starting colonists are incapable of accepting any cybernetics.
#11
Has anyone come across an issue where making clothes on the tailoring bech just deletes the resources? On the bug report forum they just said to turn EdB PC off in the options.
#12
So i spent the night going through mods and disabling them though not created any colonists through Prepare carefully. And it seems to be the Glittertech mod. So went into it again and used P.C to make some colonists, saved the preset and got a small error message about missing mods(missed it being over the corner of screen). Also checked the bodyparts of p.c and it was missing the nanotech parts from the selections. Going to have to go routing about in the glittertech defs file to see if i can find what causes this.
Thanks for looking into it.



Edit - found it. The humanoid Defs file in Glittertech is missing the recipes for most of the cybernetics etc. So copied all the recipes from cybernetic storm into that file and it works. Sorry to have bothered you with this just thought you may have come across it. ( and saved me the last 4 or so hours looking through tonnes of def files lol :)

Again thanks.
#13
I have come across an issue with Prepare carefully created colonists and the Cybernetic storm mod. The colonists created via prepare carefully have no listings for cybernetic or nanotech limbs etc in the health bills. This is only the four colonists created this way and all others can undergoe operations to have them fitted. Do you perhaps know of any way i can change the save file etc to add the recipes so they can use these?

Thanks.
#14
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 16, 2015, 06:47:55 AM
Im either half asleep still or missing it again sorry - but do you have to buy ethanol only or can you make it on a crafting table i have yet to research? Thanks.
#15
Have found a slight problem with Prepare carefully. I works fully i think - just when it came to body parts can only select bionic leg etc or simple prostetic/peg but with the older version i was able to replace with nano brain or cybernetics etc? Is this meant to happen now or an issue with Prepare carefully?



Nevermind:P swear one of these days i will get to sleep and brain will work again:( my fault as forgot to take it out of the sub-folder:)

Thanks for the update and looking forward to trying all the new stuff out - if my colonists make it that long.