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 - cucumpear

#76
Quote from: Riniki on December 10, 2015, 09:44:13 PM
Could anyone help me with a problem I'm having with the fishing mod. I can build the fishing dock and my colonists can fish but none of the fish preparation recipies show up in the butchers table.

Do you have any other mods that affect the butcher's table? If so, try putting fishing to load after that.
#77
If it's Britnoth's it's here: https://ludeon.com/forums/index.php?topic=16679.msg181878#msg181878
I don't think he's done a post in Releases, though.
#78
I recently installed ItchyFlea's Extended Woodworking and items of all qualities started to get infused. Any ideas what could cause that and how to fix it, other than disabling the woodworking?
#79
Outdated / Re: [A12] Extended Woodworking v1.18
December 05, 2015, 06:00:07 AM
I made some colour variations for a friend who really wanted teal painted wood. They need to be tested a bit more, of course, but would it be ok if I share them here?

Secondly, for some reason Latta's Infusion mod starts behaving oddly when I enable Woodworking. I don't understand why, but suddenly items of all qualities become infused. I'll report it there, too, of course.
#80
Outdated / Re: [A12] Tilled Soil v0.11
December 03, 2015, 04:28:58 AM
Quote from: Encode on December 03, 2015, 01:20:54 AM
not sure why but the tilled soil in the mountain seemed not to work properly, the planted crop keep disappearing randomly a few at a time...

No poison ships on the map and they're definitely not getting eaten by pets or dying due to temperature fluctuations?
#81
Quote from: TLHeart on October 27, 2015, 06:10:10 PM
is there anyway to get a missing colonist back into the interface? I had a colonist on an away mission from misc mod[...]
I've had that happen, too. In my experience EdB shows the colonists that are present when you load the game. So they should show up again when you load while everyone is back.
#82
Quote from: BinaryBlackhole on October 28, 2015, 01:27:07 AM
I can find the automated turret base there's the manned on but not the automated one I did check my research.
The automated base can be purchased from traders.  :)
#83
Outdated / Re: [A12d] CPHaulage (v. 1.0) (2015-10-13)
October 16, 2015, 04:56:30 PM
Quote from: Loki88 on October 16, 2015, 12:30:44 AM
Wound up being a load order issue with more factions mod and more mechanoids mod. Thought it was this mod because I installed it and more mechanoids at the same time. My bad :(

That's a relief. Thank you for taking the time to check!  :D
#84
Outdated / Re: [A12d] CPHaulage (v. 1.0) (2015-10-13)
October 15, 2015, 10:00:37 AM
Quote from: Loki88 on October 15, 2015, 09:03:28 AM
I've gotta do more troubleshooting to make sure, but this seems to not get along with the more mechanoids mod.
Thanks for letting me know. I'll look into it, but since I'm very new to modding troubleshooting can be like own-knee-shooting.
#85
Outdated / Re: [A12d] CPHaulage (v. 1.0) (2015-10-13)
October 15, 2015, 04:14:19 AM
Quote from: Pickled Prawn on October 14, 2015, 08:01:59 PM
Why is your alpaca named 'Burning' and why are you stockpiling human meat?!

Basically what FridayBiology said. I forced a nuzzle and my colonists were realistic about the chances of the alpaca burning to death eventually.  ;)
And once I have a decently running food production I tend to keep my non-hauling animals in their barn with their own freezer to minimise deaths during surprise raids and prevent them from eating the colonists' food.
Also, why wouldn't I be stockpiling human meat?  ;D
#86
Outdated / Re: [A12d] CPHaulage (v. 1.0) (2015-10-13)
October 13, 2015, 11:07:26 AM
Quote from: LustrousWolf on October 13, 2015, 10:58:05 AM
Will this mod work with Tools for haul?
It should, Tools for Haul doesn't modify the same defs.  :)
#87
Outdated / [A17] CPHaulage (v. 1.5) (2017-05-27)
October 13, 2015, 10:51:09 AM
CPHaulage

Description
Alters several vanilla animals to enable hauling. Made with the power of xpath patching so only the trainable intelligence and/or body size are affected without completely overriding each animal.
Obviously anything that alters there animals' trainable intelligence and/or body size will still conflict.
Current hauling animals: Alpaca, Boomalope, Capybara, Caribou, Cow, Dromedary, Elk, Ibex, Monkey, Muffalo, Raccoon, Rhinoceros, Yorkshire Terrier

If you want to have full control over the animals with the ability to haul: open the patch file in a text editor and delete the operations for the animals you don't want. (Or if you ask nicely I might make you a custom version. Time allowing of course.)



Author/Mod Team
cucumpear - Modder
Lex124 - moral support & sounding board
BangUDie - moral support & sounding board


Known Conflicts
Anything that modifies the trainable intelligence and/or body size of these animals may conflict.

Download
Combined Haulage for A17
My Steam Workshop

Download for A12
Download for A13
Download for A14
Download for A15
Download for A16
The B-Team for A15
The B-Team for A16

Special request animals for manual install (A16)
Panther
Cat
Yorkshire Terrier

How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

How to add animals
I'm usually willing to take special requests as long as they don't go overboard. In those cases I will provide a .zip file containing the necessary .xml file. Here's an example with a requested animal, the panther:
- download and unzip the file
- navigate to your RimWorld mod folder Mods > CPHaulage - B-Team > Defs > ThingDefs_Races where you will find an .xml file for each animal I added
- paste the file you downloaded (in this case "Races_Animal_Panther.xml") into this folder

License
- This mod may be added to modpacks as long as credit is given.
- Anyone may create derivative mods.
- Please do not upload to steam without permission.

Feedback is always welcome.  ;D
#88
Quote from: Purble1234 on October 12, 2015, 05:38:10 AM
Tried but it didn't work :'(

I haven't had this exact problem, but I've encountered incompatible mods causing blackscreen in RimWorld that just removing the mods didn't fix. If you're on Windows you could try this:
- disable and delete all mods except for core
- go to C:\Users\(your username)\AppData\LocalLow\Ludeon Studios (AppData is hidden, so you may have to change the folder settings to show hidden files) and change the folder inside from RimWorld to RimWorldOld or similar (or cut/paste it to a backup location)
- start RimWorld, check if it works and close it again
- go back to aforementioned folder, there should be a new RimWorld folder
- re-download and install your mods

I wouldn't recommend migrating your old saves from the original folder, but if you don't mind possibly doing the whole thing over again you can try. :-)
#89
Quote from: Shinzy on October 09, 2015, 07:27:11 PM
Maybe she had her hand replaced by one of your typical rimworld doctors ;D

That sounds highly probable to me.  ;D
#90
Quote from: Loki88 on October 09, 2015, 12:47:01 AM
Is it possible to get something like barn board floors added? Sort of like an equivalent to the vanilla concrete floors. Cheap and fast to build, but have neg beauty? Using steel to make the concrete floors as it is more or less a finite resource ( minus trading ) wood is awesomely renewable :)

I love this idea and second the request.  :D Something like gravel with slightly lowered walk speed would be awesome too, but that would only really make sense if it's possible to make it out of any stone available.

Secondly, would it even be possible to make a checkerboard floor like marble/slate or sandstone/limestone actually requiring both types of stone to construct? Because I love putting in checkerboards, but the simple stone slabs don't have that much beauty.

I adore the hex tiles and use them constantly, thank you!  ;D