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Messages - sirgzu

#46
I'm getting this error in the relations tab:
Exception filling window for Fluffy_Relations.MainTabWindow_Relations: System.NullReferenceException: Object reference not set to an instance of an object
  at Fluffy_Relations.PawnSlotDrawer.DrawPawnInSlot (Verse.Pawn pawn, Rect slot) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.PawnSlotDrawer.DrawSlot (Verse.Pawn pawn, Rect slot, Boolean drawBG, Boolean drawLabel, Boolean drawLabelBG, Boolean drawHealthBar, Boolean drawStatusIcons, System.String label) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.ForceDirectedGraph.FactionNode.Draw () [0x00000] in <filename unknown>:0
  at Fluffy_Relations.ForceDirectedGraph.Graph.Draw (Rect canvas) [0x00000] in <filename unknown>:0
  at Fluffy_Relations.MainTabWindow_Relations.DrawFactionRelations () [0x00000] in <filename unknown>:0
  at Fluffy_Relations.MainTabWindow_Relations.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C5.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Note that I recruited the leader of a faction, this could be a hint.
I attached a screenshot of what the UI looks like, the bottom left dude doesn't have his faction icon.

[attachment deleted by admin: too old]
#47
Sorry if that was already asked but dint have time to go through 29 pages..
How do you / Can you change a landed ship position on a map?
#48
Quote from: dburgdorf on September 19, 2017, 09:32:52 AM
Quote from: sirgzu on September 19, 2017, 04:46:45 AMWith archipelagos map I'm only getting deep ocean water tiles, no shallow water at all. Most of the time some parts of the map are not accessible.

As to the second point, yes, you will often find access to some islands completely blocked by deep water. That's intended behavior. They are islands, after all. Some portions of the map will be inaccessible until and unless you build a bridge or otherwise create a path to allow your pawns to reach them.  (That's not possible with this mod by itself, of course, but it's possible with the addition of my own "Basic Bridges" or another bridge mod, or my own "Fertile Fields" or another terraforming mod.)

As to your first point, if you're saying you get ocean water but no fresh water, again, that's intended. But if you're saying you get deep ocean water but no shallow ocean water, well, that's bizarre, and should *not* be happening. There should be shallow water surrounding the islands and sometimes connecting them, as can be seen in the mod's "preview" image. If you're seeing no shallow water at all, I'd assume there's a conflict with something else in your mod list, though I have no idea what mod might be the culprit.
Aye, there is no shallow water, only deep ocean water.
At the top of my head the only mods in my modlist that *might* cause a problem are tiberium, caveworld and mapreroll. I don't know if it matters but currently i have your mods towards the bottom of my modlist.

#49
With archipelagos map I'm only getting deep ocean water tiles, no shallow water at all. Most of the time some parts of the map are not accessible.
#50
Outdated / Re: [A17]StuffFilter - aka the Super Filter!
September 19, 2017, 03:32:03 AM
Quote from: LiteEmUp on September 19, 2017, 02:58:42 AM
does this have the option to select filter for deadman gear and non deadman???

this would really help me on sorting out gear that i keep for my colonists and gear for salvaging
This mod has it but it's hidden the apparel top category:
https://ludeon.com/forums/index.php?topic=28678.0
#51
Outdated / Re: [A17]StuffFilter - aka the Super Filter!
September 19, 2017, 12:02:40 AM
Quote from: user19990313 on September 18, 2017, 02:03:06 AM
Well the two mod are injecting the same function, so clearly they couldn't work together.
Maybe I'll consider an integration after asking the author of rw search :P
That would be great, both mods bring great QoL in very complementary ways.
#52
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.0
September 18, 2017, 08:36:05 AM
Can't wait for someone to implement Ark style breeding mod  ::)
#53
Quote from: dburgdorf on September 17, 2017, 08:43:04 AM
Quote from: sirgzu on September 17, 2017, 08:11:19 AMI would like to suggest a feature for configurable maps: filtering what type of ores can appear in maps / set individual ore density.
I can certainly look into it.
What a flurry of updates! This is the new hot thread to watch on the forums :)
Well done sir, that archipelago map looks nice.
#54
Hi,
I would like to suggest a feature for configurable maps:
filtering what type of ores can appear in maps / set individual ore density.
It would be nice to funnel advanced ore types like plasteel or components into early game trade or late game deep mining for example. Also I personally find that mining components is a bit of an immersion breaker.
#55
Releases / Re: [poll][A17]SPQRim - an ancient age mod
September 07, 2017, 02:42:42 AM
There appears to be no way to craft bolter ammo. Am I missing something?
#56
I could only find RBSE patches for Crystalloid and Orassans, there are some mods on the workshop claiming to patch RBSE with Asari but it's all EPOE material inside, so it doesn't do anything. I couldn't find anything for Xen mods. Does anyone know if these patches exist?
#57
I don't use steam
#58
Am I right in presuming that any mod that requires a patch for EPOE also does for RBSE?
#59
oh that explains. I'll try removing EPOE but I'm not sure all the mods I have that support epoe will support rbse.
#60
Releases / Re: [poll][A17]SPQRim - an ancient age mod
August 30, 2017, 09:09:36 AM
Quote from: koni on August 30, 2017, 07:44:16 AM
As I know, materials spawn I walls, based on their stats, like price or flammability, so I should make iron and co. as expensive as plasteel is or as flammable as wood, which is both more unbalanced.
It might be possible to do it without changing those values but using code instead. I created a thread for the suggestion:
https://ludeon.com/forums/index.php?topic=35382.0