Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - leeadriancatfox

#1
Outdated / Re: [B18] Ultimate Survival
December 15, 2017, 10:32:32 PM
This mod is awesome! But it is lacking something... A heavy duty Meat Grinder that acts like a corpse storage only ground the enemies into one common sludge! Where all your foes meet their final fate. And a Scrap Shredder where all your things can be scrap even at a cost of 50% loss of salvage material. What we need is a horde disposal. I know we can burn them or cremate them but we don't yield much to it, the map is so disgusting and an sanitary. And I am running out of psychopath chefs and 20x20 morgues. :(
#2
Releases / Re: [B18] A RimWorld of Magic
December 15, 2017, 08:47:21 PM
In every MMORPG Games there is always be a Priest Class. And almost all Priest related class has one thing in common, to resurrect the dead. I know~ there is a Resurrection Mech Serum which you can buy cheaply, but the effect is undesirable. Maybe a Resurrection that not fully heal the dead or even regenerate their loss limbs. Maybe just a simple Extreme Pain and 0% consciousness or whatever the toll is by bringing the dead back to life. As long as not that Resurrection sickness making a colonist much more a problem making you regret your decision.
#3
The mod itself has a lot of content. So many craft-able. I think it deserves it's own tab and it's own workstation rather than scrolling your bar looking for a Laser Minigun and etc. specially if you're heavily modded.
#4
Releases / Re: [B18] A RimWorld of Magic
December 10, 2017, 12:12:13 AM
Yeeey! :D What I am hoping now is a trait giving scroll for the untalented~ I want my beloved colonist grow from scratch.
#5
I don't know what causes it but I keep getting this:

Exception ticking Projectile_Teleport(parent=Verse.ThingWithComps at=(-1000, -1000, -1000)): 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.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.SingleSpawnLoop (AbilityUser.SpawnThings spawnables, IntVec3 position, Verse.Map map) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.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:UpdatePlay()
Verse.Root_Play:Update()


Which my Arcane Wizard cannot do teleport. every class are working perfectly.
#6
Outdated / Re: [A18] Shuttlecraft (v1.01)
December 07, 2017, 05:35:49 AM
     Shuttle craft causes problems. The moment I uninstall the heavy cargo pod and reinstall it to other location~ a tiny uninstalled furniture version of the thing appeared besides the reinstalled pod, has no name of it, cannot be haul or deconstruct, the bug now then, i can no longer reuse the pod or any other available pods nor loaded some stuff to it.
#7
Is the ship also can be used as a payed transport to one colony to the other? Can I used it to transport loot items from a raid? and how can I get a dispatch ship?

Also I wish I could have my own personal ship to use~ I don't care if I have to buy it from them even it is astronomically high figures.
#8
Releases / Re: [A17] Misc. Robots++
July 11, 2017, 10:21:15 AM
Did I miss something or I cannot dismantle disabled bots... there just there... dead.
#9
Is it fix now~ that error that won't let me save unless I have to disable guest beds?
#10
Quote from: Canute on July 06, 2017, 04:39:02 AM
Yep, you can't havest limbs anymore when you install protestic/bionic.
You need to add the Harvest everything mod
https://ludeon.com/forums/index.php?topic=32996.msg336825#msg336825

I have the "harvest everything mod" but it won't let me installed natural flesh arm, i harvested a lot of arms, and there is no way to put it back... now i feel sorry to my armless prisoners... i mean blood cattle.
#11
Outdated / Re: [A17] Mines - balanced mining
July 06, 2017, 09:55:14 PM
Does it mine cupro's alloys?
#12
Uhhmmm~~~ I installed a bionic arm to my pawn and i don't get his human arm part, and when I attempt to install a natural arm i harvested from the prisoner... it seems there are no option for me to do so.
#13
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 27, 2017, 01:52:31 AM
VG's fertilizers, compost, soil, etc. shares the same name file with your mod- the only solution that i can think of is renaming some of your ingredients, just to coexist with it. Your Fertilizers and VG's Fertilizers are two different items yet shared the same name. So every time I attempt to create your fertilizers or dig up some soil i end up making the VG's version product.
#14
Outdated / Re: [A17] German Wehrmacht
June 22, 2017, 06:23:07 PM
It feels lacking~ I've been playing Company of Heroes that I know there are much more German Arsenal is missing. Like the "Panzershreck" or the  "Nebelwerfer 41 and 42".
#15
Outdated / Re: [A17] Smoke Mortar
June 16, 2017, 01:07:50 PM
Can you imagine if you added a Sarin Nerve Gas~ Designed to kill over time. Ooppss~ I think I wanna have more Special Mortar Ammunition to choose from. but of course that would be inhumane.