I think a separate bench for the new weapons and armor is a good idea. Just one will be enough, don't need one for each.
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#2
Outdated / Re: [A13] Balancing Act | A game-balancing mod
May 26, 2016, 11:20:03 PM
I just install this. Looks good, will play with it some more. One thing you didn't mention is that the mod seemed to greatly increase chance of recruiting?
#3
Outdated / Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
May 23, 2016, 03:10:45 AMQuote from: cuproPanda on May 22, 2016, 02:41:38 PMQuote from: vteam on May 22, 2016, 01:11:20 PMQuote from: cuproPanda on May 22, 2016, 10:17:15 AMQuote from: vteam on May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
Ill do some testing and see what I can find. Are you using the New Traits (or whatever it's called) mod? That might cause a conflict with the traits.
Yes, I'm using the new trait mod too. I guess that might be the conflict.
I wasn't able to find an issue with the optimist trait, but I did a little rewriting and found an issue preventing singular traits (brawler, gay, etc.) from working. Hopefully that'll fix your problem too!
Thanks! That fixed it for me.
#4
Outdated / Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
May 22, 2016, 01:11:20 PMQuote from: cuproPanda on May 22, 2016, 10:17:15 AMQuote from: vteam on May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
Ill do some testing and see what I can find. Are you using the New Traits (or whatever it's called) mod? That might cause a conflict with the traits.
Yes, I'm using the new trait mod too. I guess that might be the conflict.
#5
Outdated / Re: [A13] cuproPanda's Mods - Final expected releases for A13 (20 May 16)
May 22, 2016, 09:36:35 AM
Hi, I'm trying to use brainmod but it doesn't do anything when my colonist use it. My output log show this:
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
JobDriver threw exception in initAction. Pawn=Kevin, Job=UseBrainMod A=Thing_BrainMod_Optimist909293, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BrainMod.BrainMod.UsedBy (Verse.Pawn user) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_UseItem+<MakeNewToils>c__Iterator1C.<>m__56 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
not sure if it's a mod conflict because I've got other mods running.
#6
Outdated / Re: [A13] Mod MEGA PACK
May 22, 2016, 08:59:23 AM
Thanks for the detailed explanation BlackSmokeDMax.
#7
Outdated / Re: [A13] Mod MEGA PACK
May 22, 2016, 01:40:09 AM
hi, I would like to play with different modpacks but I don't understand how to do it. In your first post, you mentioned that need to start a game from another save folder but I'm not sure I understand how to do it. Do I edit the game?
#8
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
May 20, 2016, 01:18:20 AM
Is it possible to limit the faction relationship loss during the initial couple of months? I keep having visitors and losing like 30 relation every time because I don't have any facilities for them.
#9
Outdated / Re: [A13] Scheduled Caravans with Supply & Demand
May 17, 2016, 04:04:28 AM
Been playing with this mod and about 40 other mods for 1 game year. Have to say that there doesn't seemed to be any major bugs. The scheduled caravans are really nice as opposed to the random nature of it previously. I can get my trade goods ready when I know a caravan will be coming.
#10
Outdated / Re: [A13] More Traits v1
May 17, 2016, 03:35:29 AM
Umm... so what has changed from 2 days ago? Lol, I just began playing with it so can't comment much yet. But will like to know if I need to download the new one?
#11
Outdated / Re: [A13] A Dog Said... - Core friendly animal surgery (11-04-16)
May 15, 2016, 02:32:35 PM
My dog just lost a ear and nose to some nasty bugs. Does this mod support replacement for them?
#12
Outdated / Re: [A13] Small Trait Pack
May 15, 2016, 02:08:16 AM
Savegame friendly? Will like to try it out.
#13
Outdated / Re: [A13] New Animal: Nightling (Vanilla Friendly Animals)
May 15, 2016, 02:03:44 AM
Trainable intelligence? In other words, can it haul?
#14
Outdated / Re: [A13] Trade Request: Caravans
May 09, 2016, 08:13:43 AM
Quick question, do I need to start a new game or can this be added to an existing one?
#15
Outdated / Re: [A13] Historical Weapons Packs (4/30/2016)
May 07, 2016, 06:43:08 AM
I installed this and it replaces the vanilla weapons. Did I do something wrong? I thought it only adds to the existing weapons.
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