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 - kornpat_2002

#1
It just so annoying to open the game, wait for the game, change the mod, then restart the game.
Especially when you have 100+ mods.
I don't know if this is possible due to the engine and it's not that important to the gameplay, but it's a really nice thing to have.
#2
Ideas / Slavery should be a thing in vanilla.
January 02, 2019, 09:52:24 AM
2 post in a row hahaha, because i want this in game, and it f******* looooooooooooooong
Trust me you will find something in this topic please read until the end if you interested in the idea

[/size]Legendary grade prisoner with perfectly stats, perfect trait, perfect health condition etc. but you can't recruit because your colonist is rely on fire power?

Let us enslave them Dev, there is a mod for it, but seriously, there isn't many thing to do with prisoner.

I've enlisted the way that vanilla currently let us do with prisoner

  • Nothing, leave him at overtemperated, naked, Injured and heal them with saliva
  • Reduce resistant
  • Recruit
  • Release
  • Execute , but that is so lame
  • Harvest organ, sell them, screw the mood penalty, here is some jelly for everyone!
  • Blind them, deaf them, cut their arms, peg leg them, replace their jaw with woody thing, then release them and make them walk to the trap anyway
  • Literately release them, that Gray gangster is scary, let's befriend them

My colonist age 36 saw her husband died and need a revenge! mood debuff is suck, I suggest to judge the mood independently between colonist by their opinion on victim
#3
Ideas / Re: Hopping Animation
January 02, 2019, 06:41:04 AM
Also
when they got no leg, they crawl.
#4
https://steamcommunity.com/sharedfiles/filedetails/?id=1607884210&searchtext=
This topic based on this mod, if this topic doesn't get to the main game yet, check it out (It's not mine though).
*This mod called Ignite Everything.
*What it does? It let colonist start fire by themselves not just Molotov.
*Why? because it make sense to start a wild forest fire
I've enlisted every way you can start a fire

  • Pyromaniac
  • Some raider
  • Molotov
  • Thunder
  • Got a chair in the room and accidentally switch the air conditioner to 270 C
  • Camp fire, if it says so
  • ฺBoom boom wet battery
  • Explosive when died but the species still survive for no reason animal
  • Dev mode
  • Mods!
*I think it should let you burn corpse, but doing that could looked uncivilized and gives mood penalty.
*There should be a proper burning place to cross that "Sh*t we burn our friend cause there are no spaces left" penalty.
*Still! bury should be better because it give a mood boost,burning them shouldn't get buff because i feel it must be out tiered.
*So crematorium will be suck from now on, I want to suggest something more.
*Cremate body will give fertilizer, I don't sure if it should give mood boost, Let your souls mate become one with the land and help yourself live could be romantic, but it feels bad in the other ways.
*Burn tree could give you some fertilizer, should be less than animals for balance sake.
*Add ability to fertilize those f******* soil (My desert dude want strawberry ) , except for some floor like Ice/Sand. It will take sometime to get fertile but not suck as moisture pump
*Also buff moisture pump, it take years to just dry that much land.


There should be a lot of content that can relate to this idea, but figure it yourself.
I mean no offense, even it look like to, it don't, I just bad at writing
#5
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
September 29, 2018, 10:19:15 AM
Found some annoying bug

https://pastebin.com/CJfHj1JK

It's seem that my colonist hauling only 1 ingredient rather than all it need to cook.
#6
The TE kinetic lance isn't count as ranged weapon, as the game said my hunter lacks of ranged weapon *0*. I don't know either this is a balancing or some bug, please fix or reply  :)
#7
Just as the topic said, it's a requirement to research the Shield belt II. someone in the steam community said it obtainable by buying it from the mod trader. And it so motherf****** rare that i can't ever find it in my 12h save

It seems can't be spawn by dev mode too. Just like everything facility in production tabs(in the architect tab)

Do you guys find it? how?
Can i cheat it? i dont want to use neither "finish all research" nor "fast research"
I JUST WANT DATA CENTER
#8
Releases / Re: [B18] Misc. Robots++
May 19, 2018, 10:56:12 PM
Quote from: Canute on May 19, 2018, 12:27:26 PM
The Tab itself comes from the base mod.
But since noone else report an error, i think it is more a mod conflict with something else.
You sure you have the latest version of Misc.Robots ?

Just reinstall the game and the mod, and it worked =w=
#9
Releases / Re: [B18] Misc. Robots++
May 19, 2018, 09:32:40 AM
Robot tab gone wild, It didn't show me anything and cause a error, not sure if this cause by Robot++ or the base mod one

Exception filling window for AIRobot.X2_MainTabWindow_Robots: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
#10
Quote from: Rex705 on May 18, 2018, 06:43:10 PM
I am having major issues here. I went to deconstruct the drill but it failed and errors popped up. I then tried to destroy it with dev mode and even that could not remove it and errors popped up.
Just gotta report that bugs .Additionally ,here's the error log

Object reference not set to an instance of an object
  at DeepRim.Building_MiningShaft.Abandon () [0x00000] in <filename unknown>:0
  at DeepRim.Building_MiningShaft.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.<DoListingItems_MapTools>m__1F () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Please fix it immidiately, and that goddamn texture bug i mentioned before still there
#11
Could not load UnityEngine.Texture2D at UI/drillc in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.WorldObjectDef:get_ExpandingIconTexture()
RimWorld.Planet.WorldObject:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

It seems that the texture of the drill(underground) is broken and cause alot of lag because of the log it created
#12
How to find an aircraft's guns?

And when I'm selecting what to load, The Reset/Accept/Cancel kinda overlapped with other text
I don't know how to attach image, It would be nice if you teach me how  :'(