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Messages - qurffe

#31
I actually havent even build a storage option anywhere and i had this problem. Had to build airlock on the entrance to my mountain base for it to count as inside even though it was all overhead mountain and such, no constructed roof anywhere.
#32
General Discussion / Re: Nymph Hair
July 26, 2016, 02:58:01 PM
Its from mod called Vegetable Garden and if i remember correctly its just beauty plant, just like roses or dandelions.
#33
very high amount of mods need a new colony, when you are getting new mods you should expect you need to start a new colony.
#34
Quote from: hagamablabla on July 26, 2016, 04:53:22 AM
I've been having a problem with a certain type of surgeries, including pinky and toe replacements. I can't do these surgeries because it requires materials, but I have more than enough medicine, and I even spawned in some bionic arms/legs to see if that was the problem. What materials do I need for the surgeries?

There is Full description link check that for what you need. for fingers and toes you need 2 units of medicine (cannot use healroot) and at least lvl 8 in medicine
#35
Great timing, just as i was wiped by infestation in permadeath :D wil wait for the update before starting new one.
#36
General Discussion / Re: Keep together for the cold
July 26, 2016, 04:20:21 AM
Quote from: Shian on July 26, 2016, 02:13:09 AM
What.
I mean, aside from the heads, I really don't understand what I'm looking at. What is the white spot?

When you select something in get puts into white borders that white spot is just that stacked 16times on itself.
#37
I have no such option in my game so it is propably some mod you have.
#38
CCL is uploaded on steam workshop though.
#39
Nothing game breaking, and it propably doesnt even matter, but Mediaval shields and Stuffed batteries do throw some yellow errors:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Type Building_StuffedBattery probably needs a StaticConstructorOnStartup attribute, because it has a field BarFilledMat of type Material. All assets must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Type Gizmo_ShieldStatus probably needs a StaticConstructorOnStartup attribute, because it has a field FullTex of type Texture2D. All assets must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
#40
Quote from: Lupin III on July 24, 2016, 10:49:05 AM
Quote from: Sarelth on July 24, 2016, 08:32:46 AM
On another note, how do people get the xml list of the mods they use?
Out of the savegame file.
I will just add, if you are using any mods from steam workshop they wont show up as names but numbers so it is kind of useless in that case.
#41
So i checked a little by myself and it happens when i load ED-OmniGel BEFORE Vegatable Garden, if i load omnigel after garden it doesnt appear anymore. unfortunately mod config file doesnt cooperate with steam workshop as it only shows string of numbers instead of names.
#42
Dunno if it is known but using this mod throws a lot of yellow errors, they dont really matter but they are rather annoying if you are trying to find something in output_log. Almost the same thing for like all of the plants:

Config error in PlantPotato: Ingestible with undefined preferability
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantPotato: Ingestible with no food type flags.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantCorn: Ingestible with undefined preferability
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantCorn: Ingestible with no food type flags.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Config error in PlantRice: Ingestible with undefined preferability
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
#43
Outdated / Re: [A14] No Cleaning Please! 1.0.1
July 21, 2016, 03:27:47 AM
Well the newest update to this mod make it completely unusable. If my pawn tries to clean i just get red error and he just stands there over and over again until i delete the cleaning zone.
Taken from output_log:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

JobDriver threw exception in initAction. Pawn=Eita, Job=Clean A=Thing_RockRubble7292, Exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at LT.JobDriver_CleanFilth_NCP.get_Filth () [0x00000] in <filename unknown>:0
  at LT.JobDriver_CleanFilth_NCP.<MakeNewToils>b__5_1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
#44
There is mod called No colonist left behind! by Fluffy that should let you put animals into cryosleep? but its not out for A13 yet.
#45
Releases / Re: [A13] Recycle
May 03, 2016, 05:05:10 PM
Quote from: reiia on May 03, 2016, 04:51:57 PM
Anyone know how to remove plastic/titanium? Can't pick it up after recycling items o-o;;

delete it using dev mode?