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Messages - vteam

#1
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.
#2
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
Quote from: cuproPanda on May 22, 2016, 02:41:38 PM
Quote from: vteam on May 22, 2016, 01:11:20 PM
Quote from: cuproPanda on May 22, 2016, 10:17:15 AM
Quote 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.  :D
#4
Quote from: cuproPanda on May 22, 2016, 10:17:15 AM
Quote 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
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.
#6
Outdated / Re: [A13] Mod MEGA PACK
May 22, 2016, 08:59:23 AM
Thanks for the detailed explanation BlackSmokeDMax.  ;D
#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
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
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
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
Trainable intelligence? In other words, can it haul?  ;D
#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
I installed this and it replaces the vanilla weapons. Did I do something wrong? I thought it only adds to the existing weapons.