I suggest adding RT Storage mod for storage, that mod is epic
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#31
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 10, 2016, 04:10:45 PM #32
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 04, 2016, 03:00:43 PMQuote from: Zaraky on January 04, 2016, 12:46:20 PM
The only error I get is when I load the game, I get the error shown in the picture. Beside that, when ingame, as it statis freeze for 0.1sec couple time in that second it doesn't show any red error in the log, at all. Even if I press clear, big, small etc, nothing show up... It's the second colony I start that get that problem now, though it was a structure bug or something... well, maybe it's related to wood plank, wood plank door or stamped earth wall or wooden hand sawmill ( since that's all i've built right now)...
OK, I played somewhat with my game, deconstructed all wooden door, and game seem a bit smoother. Then rebuilt the wooden door and wall, and it seem smoother and correct now. Seriously, I don't know what is causing this fluttering lag.
This freeze is usually due to a pathing issue. What caused it for me was the bug where animals cant go through doors, and my pet was stuck inside unable to get outside. Once I removed the door it was fine. Make sure you set a animal area where they dont have to use any doors. Otherwise check the map for any mobs stuck in areas.
#33
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 28, 2015, 09:41:20 PMQuote from: Masquerine on December 28, 2015, 09:30:53 PMQuote from: twisted067 on December 28, 2015, 06:25:44 PM
Anyone know what bench i need to make advanced mechanisms? Thanks
The architect>hi-tech>lathe allows you to make advanced mechanisms. This bench is the electric upgrade to the assembly bench. This bench is getting renamed so it'll be more obvious, and to stick with the naming conventions of other benches (sawmill, electric sawmill). It'll also get a better description.Quote from: gustavoghe on December 28, 2015, 05:03:09 PM
Hey guys,
I really need to know if there is a event log, and how can I acess it. I often miss the events message by clicking to fast, and some events are very quick to disappear on the left top side of the screen. So, is there a event log that i can acess some how? Besides, de debug screen.
I also would like to know how to make weed oil, if anyone can point me in the right direction Ill be glad.
Weed oil and rolling cigarillos/cigars is done at the architect>production>entertainment table. Again it is not a very helpful table name. When I hear entertainment I certainly don't think of rolling cigars. I get what you're referring to as the event log now, totally slipped my mind about that. I don't know where it would be in the files though. Maybe a way to increase the text delay before it fades out. I'll fiddle around and see what happens.
Thanks! The Lathe is the last thing I would have tried, you saved me alot of trouble!
#34
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 28, 2015, 06:25:44 PM
Anyone know what bench i need to make advanced mechanisms? Thanks
#35
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 28, 2015, 03:13:52 PMQuote from: Masquerine on December 28, 2015, 02:44:29 PMQuote from: Jaszczur on December 28, 2015, 12:28:47 PM
How to get clay bricks?
Gather soft clay using Architect>Orders>Collect clay. You can do this on shallow water or mud tiles. Once you have some soft clay, bake it into bricks at the Electric Smelter (Architect>Hi-tech>Electric Smelter, then Add bill>Bake clay bricks. Takes 15 soft clay to make 5 clay bricks.Quote from: twisted067 on December 28, 2015, 10:55:09 AMIt looks like things do not deteriorate while in a nano storage, even when the top item is exposed outside (deterioration via exposure). Items that are sensitive to temperature, like foods can spoil but only if it is the topmost item. For example, I made a nano storage outside that had some jerky inside of it and medicine was the top item. The medicine did not decay at all. When I cycled to the jerky after a day or two, the jerky said not refrigerated (spoils in 30 days). So while the jerky was buried in the nano storage the jerky did not attempt to expire. It as still 50/50 hp and as fresh as the day it was put in.Quote from: twisted067 on December 27, 2015, 09:41:16 PM
Do things deteriorate and food go bad in nano storage?
Does anyone know if this happens?
Thanks!
#36
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 28, 2015, 10:55:09 AMQuote from: twisted067 on December 27, 2015, 09:41:16 PM
Do things deteriorate and food go bad in nano storage?
Does anyone know if this happens?
#37
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 27, 2015, 09:41:16 PM
Do things deteriorate and food go bad in nano storage?
#38
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 27, 2015, 01:40:00 AM
Thank you so much, i got the embrasures how I want them now!
#39
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 26, 2015, 04:39:44 PM
Does anyone know how to make the embrasures not waist high, so it can be used as a wall? Should just be able to edit a .xml for this right? Thanks!
#40
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4c: Syndicate (24/12/15)
December 25, 2015, 06:02:40 PM
Is it possible to add RT storage to this mod? I havent fully explored this mod yet but I haven't seen any ways to store many things in a small space like RT storage. Is there something like this in here?
#41
Outdated / Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
June 30, 2015, 07:18:24 PMQuote from: Ratys on June 30, 2015, 06:56:18 PMQuote from: twisted067 on June 30, 2015, 06:25:20 PM
Adding mending broke my game, I have 20 or so mods already but adding this one suddenly prevented colonists from doing any jobs unless I manually order them around, for every little thing. Including eating and sleeping. Not sure if its a combination of mods that does this or just this mod alone
Ahh thats a shame, I dont want to start all over
You need to start a new colony. For some reason, adding a new WorkType (which Mending does) into an existing game causes colonist AI to melt down. I don't recall that happening in prior versions of RimWorld, so it's likely that something well outside my reach was changed - meaning it's not something I can fix.
#42
Outdated / Re: [A11] Wastelander's Minor mods: Mending updated by Ratys
June 30, 2015, 06:25:20 PM
Adding mending broke my game, I have 20 or so mods already but adding this one suddenly prevented colonists from doing any jobs unless I manually order them around, for every little thing. Including eating and sleeping. Not sure if its a combination of mods that does this or just this mod alone
#43
Outdated / Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
June 21, 2015, 12:18:43 PM
Any word on an update? Can someone at least update the shaped charge?