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Messages - Grabarz

#31
Releases / Re: [A16] Minions for RimWorld!
March 15, 2017, 05:16:28 AM
Hello there can you lower a bit the birth rate but increase the carrying capacity ?

10 minions 3 females 3 years - my pc froze, over 15k minion meat, would be nice to rebalance :)
#32
add some screen shoots please
#33
Outdated / Re: [A16] RimFridge
March 08, 2017, 01:51:05 PM
can You add 4x4 version or modular version ? something like modular table mod ?
#34
Can we ask for update for alpha 16 ?
#35
Outdated / Re: [A16][Power] SafePower (1.3)
March 01, 2017, 01:38:16 PM
download link ?
#36
Exception ticking Lisa: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.Int32,System.Single].get_Item (Int32 key) [0x00000] in <filename unknown>:0
  at BetterPathfinding.RegionLinkDijkstra+<PreciseRegionLinkDistances>d__37.MoveNext () [0x00000] in <filename unknown>:0
  at BetterPathfinding.RegionLinkDijkstra..ctor (Verse.Map map, IntVec3 rootCell, IEnumerable`1 startingRegions, IntVec3 target, TraverseParms parms, PawnPathCostSettings pathCosts) [0x00000] in <filename unknown>:0
  at BetterPathfinding.RegionPathCostHeuristic.GetPathCostToRegion (Int32 cellIndex) [0x00000] in <filename unknown>:0
  at BetterPathfinding.NewPathFinder.FindPathInner (IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode, HeuristicMode mode) [0x00000] in <filename unknown>:0
  at BetterPathfinding.NewPathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at BetterPathfinding.PathFinderDetour.FindPath (Verse.AI.PathFinder this, IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at Verse.AI.PathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, Verse.Pawn pawn, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.GenerateNewPath () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.TrySetNewPath () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.PatherTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



latest update is throwing a lot of errors
#37
well i got strange problem

my colony counts 12 people - i used prepare carefully mod to obtain all doing colonists, now my leaders are always scientists

even if i force elections and somehow new leader will be the worst of the whole colony in research the type of leader is scientist ...


any idea what's going on ?
#38
Quote from: UnlimitedHugs on February 15, 2017, 09:33:32 AM
Quote from: Grabarz on February 15, 2017, 09:20:09 AM
Hello there
can You add Option to remove all geysers from the map ? or spawn all the geysers on 1 point ?

That's probably not worth adding to the mod, but you could edit your map generator config to prevent geysers from generating. Should be as easy as removing the relevant section.
The file is at Mods/Core/Defs/MapGeneration/BasicMapGenerator.xml

damn ! it works !!!

Thank You !
#39
Outdated / Re: [A16] No Natural Roofs
February 15, 2017, 09:43:13 AM
same - there is no file ...
Can You reupload ?
#40
Hello there
can You add Option to remove all geysers from the map ? or spawn all the geysers on 1 point ?

i tried to create perfect colony however all the time geyser is on my way

they randomly spread across my colony which is annoying ...
#41
Quote from: eatKenny on January 29, 2017, 03:26:01 PM
just added ballistic shield, please redownload this mod if you need the shield.
Thank YOU !
#42
Somehow when i enable this mod - Hospitality mod does not work correctly ( guest tab ) from hospitality is disappearing
#43
I gave some problems with this mod- some of turrets does not provide the fire to enemy

i know i have to fill the ammo however some of turrets like Vulcan cannon - from "more Vanilla turrets" does not have this option and that turret is simply no working - is there anyway to fix it ?
#44
alpha 16 mod contains blast shield ? this shield is just epic !
#45
Quote from: Canute on January 29, 2017, 08:45:19 AM
Quote from: Grabarz on January 29, 2017, 07:06:47 AM
Quote from: Orion on January 27, 2017, 05:33:40 PM
@Grabarz: Yes, make an area and assign it to the guests when they visit.
@Lord_Orion: That's exactly the reason. If the region is too dangerous, they have 100% chance to join. Vanilla added this. I just added the dialog to send them away anyway.

problem lies i don't know how ?

when i creating areas i can choose just 2 options
New Area and New animal Area
i can't see anything else there
You did the same wrong think path like me.
You can't create a guest zone.
You can assign guest to a special zone (single use or by default).
Select a guest, open the guest Tab, then you should see on the top your zones you can choose.
And the button, make or set default (can't remember without game).

please post a screenshot - i can't find a guest tab ?!

EDIT: nevermind me some of my mods just blocked the Hospitality full operational power so i couldn't see a and use guest tab