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Messages - Man_Jones

#1
Releases / Re: [1.0] No Job Authors
January 23, 2019, 12:00:21 AM
Definitely useful for either products that do not have a quality or if you don't care about the quality and just need the thing made asap.
#2
Releases / Re: [1.0] Cargo Pod Transport
January 05, 2019, 11:08:41 PM
Hello I assume that if I decided to land this thing somewhere that wasn't an actual location the resulting caravan will have to be debugged out of the problem.
#3
Quote from: bartekkru100 on May 24, 2018, 07:03:46 AM
Hey, what's the difference between different types of charge ammo?
Good thing I looked before assuming.
You have for your regular Charge rifle the standard rounds which is standard, the conc. rounds are actually armor piercing and comes with a small explosion(originally I thought by conc it meant concussion and that it was a less than lethal ammo) and then ion of which well take your guess.
#4
Oh so someone actually got around to updating this.
#5
Yeah this keeps happening when I select the mining drill and I am unable to place the drill itself.

Exception in UIRootUpdate: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.BuildableDef.get_PlaceWorkers () [0x00000] in <filename unknown>:0
  at Verse.GhostDrawer.DrawGhostThing (IntVec3 center, Rot4 rot, Verse.ThingDef thingDef, Verse.Graphic baseGraphic, Color ghostCol, AltitudeLayer drawAltitude) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Place.DrawGhost (Color ghostCol) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Place.SelectedUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.SelectedUpdate () [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

(I am also trying to remember how to do spoilers)
#6
Ok so what is the situation with the turrets both manned and unmanned? I tried to build them and can only do so in god mode with exceptions of the m240 which when placed cannot be reloaded.

EDIT:Nevermind I just assumed the issue with turrets not being loaded is only with the m240b which for some reason will not be reloaded. But again how come only the m240 and the 90 flak are the only turrets that are buildable unless you have the rich explorer start?


IGNORE ALL THIS: Sorry I apparently had a sever case of sudden stupidity and obliviousness. I didn't read what ammo the m240 used and assumed that it used 556 also I did not realize there was another tab in the research tree.
#7
Mods / Re: [SOLVED]Issue with "outdoor" indoor.
May 02, 2017, 12:13:06 PM
I probably should have.
#8
Mods / [SOLVED]Issue with "outdoor" indoor.
May 01, 2017, 01:27:31 AM
I don't know why but for some reason my roofed and closed building is considered outdoors, or rather I have no idea which mods/which order of mods is causing the issue. Can someone help?

https://gist.github.com/HugsLibRecordKeeper/ca1d517a920bbb6abc20149339be870b

Also can someone tell me what the spoiler thing is it appears I forgot what it was specifically?

EDIT:Nevermind it turns out it was miniaturization being a little shit.
#9
Has the download been updated yet?
#10
Actually one issue of mine maybe that I tried this on an existing world.
#11
Ok so a question when it said harmony was used for detours does that mean harmony needs to be installed too? I ask because for some reason when my guys finished building it I essentially voided my resources.
Heres the log
[spoiler] 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 [/spoiler]
Edit: it appears I cannot get spoilers to work.
#12
Is there a chance an enemy faction might attack with one of these or is that not implemented yet?
#13
Releases / Re: [A16] Stack XXL
April 23, 2017, 02:36:00 AM
So if I change the stack size of steel to say 200 will that mean a normal dude will be able to haul 200 steel or will it still be 75?
#14
Mods / Re: Militia list mod?
April 19, 2017, 10:46:51 AM
Quote from: Canute on April 19, 2017, 02:53:36 AM
Serveral,
Achtung and Miscellaneous.
Wait achtung allows you to one click a militia? I guess I may have misinterpreted the forum page.
#15
Mods / Militia list mod?
April 18, 2017, 11:20:09 PM
Is there a mod that allows me to have a list of colonists to be a militia of sorts. i.e. instead of having to enlist each individual colonist I can just enlist all the ones I want with a single click.