-64bit exe (Can't use all the mods I want too)
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#2
Outdated / Re: [A14] Community Core Library v0.14.2.1
August 13, 2016, 08:45:20 AMQuote from: 1000101 on August 13, 2016, 03:09:38 AMYou cant it's only for the game files, not any mods you might have *Be nice if you were able to it, but that's why they *mods* update automatic when Steam see a new version, but think there can be a delay from submitting an update till Steam put it live *Not sure 100%**
I don't know if you can "verify files" for mods or not but if you can, try that too.
#3
Outdated / Re: [A14] BuildProductive! - building things made simple
August 10, 2016, 05:02:49 PMQuote from: Elysium on August 10, 2016, 02:01:51 PMIt's useful, but hard to get use to *Habit of having to go into the menu to get what you need to build is hard to shake off*
This looks pretty useful, I'll have to try it out.
Great mod
#4
Outdated / Re: [A13] Community Core Library v0.13.1.1
May 09, 2016, 03:15:05 AMQuote from: RawCode on May 09, 2016, 02:28:36 AM*Note to self: Test before spreading wrong info* Sorry for wrong info.
loadorder have no effect on menu injection.
1) Run game
2) navigate \RimWorld1135Win\RimWorld1135Win_Data\output_log.txt
3) post it here
#5
Outdated / Re: [A13] Community Core Library v0.13.1.1
May 09, 2016, 02:06:27 AMQuote from: RemigiuszL on May 09, 2016, 12:55:55 AMIf that's your load order? Has to be "Core, CCL, (And all the other mods)", never load anything before "Core".
The same problem. Sometimes I instal mod loader, restart, add CCL on FIRST place (CCL, Core, Mod Loader) and SOMETIMES it's working... but after restart - POOF and no menu again...
#6
Releases / Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
May 04, 2016, 06:09:21 AM
@Fluffy - Only setting that made it so I can read the faction names easy was "<REPULSIVE_CONSTANT>50000</REPULSIVE_CONSTANT>" from the default 5000, rest is still default *Might change when I have more time to play with the settings*
#7
Releases / Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
May 04, 2016, 05:56:48 AMQuote@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab.Found the settings and played around with them, looks better now..
Yeah, that's the problem with dynamic stuff, it's really hard to get all the parameters right for all situations. In your relations view, there's a lot more factions as normal, and they all attract eachother. That will inevitable lead to clustering. There's two things you can do; change the layout to a circle (top right button), or go into menu -> mod options -> fluffy relations, and scroll all the way down. You'll see the parameters that the algorithm uses there. You could try halfing the attractive force, and/or doubling the repulsive force, and see what happens when you next open the tab. Currently these settings also apply to the pawns, so don't go too crazy - I might make them separate at some point.
#8
Releases / Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
May 03, 2016, 10:58:06 PM
@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab.
#9
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 03:34:22 AMQuote from: Too-DAMN-Much on May 02, 2016, 03:32:34 AMHappy to help
that's got it after i saw your edit, thanks a lot, game modding in general always reaches the point of wondering why i bothered at mod order, if only there was a way to test all mods at once and work out the mod order without failures instead.
#10
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 03:18:23 AMQuote from: Too-DAMN-Much on May 02, 2016, 03:01:24 AMCan see an error from "Miscellaneous_MapGenerator", any change see a copy of the loadorder from your "ModsConfig.xml"?
i haven't started it in developer mode so i'm not sure about the debug menu, but there are no errors in the console like i recall seeing before that you can open, the output log: http://paste.ubuntu.com/16186076/
Edit: Can see in the last line in the log the loadorder, and you got the wrong order. "Misc_Patch_-_EdBPrepareCarefully" need to be loaded after "EdBPrepareCarefully" and "Miscellaneous_MapGenerator"
And make a new world/save to be sure nothing is in the wrong order in the world/save.
#11
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 02:46:01 AMQuote from: Too-DAMN-Much on May 02, 2016, 02:26:35 AMDo the "Debug menu" give any errors? and what about in the "output_log.txt" under "\RimWorld1135Win_Data"?Quote from: Too-DAMN-Much on May 02, 2016, 01:48:50 AMQuote from: Lumaan on May 02, 2016, 01:19:24 AMQuote from: Too-DAMN-Much on May 01, 2016, 11:45:47 PMYou need a few compatible patches to get all the map generator to work together.Quote from: Dagothra on May 01, 2016, 10:36:36 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.
no change.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.QuoteEdBPrepareCarefullyThat will fix your problem
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Miscellaneous_MapGenerator
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Vegetable Garden 3.6a
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"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
thanks!
disregard, still no change after trying it.
#12
Outdated / Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
May 02, 2016, 01:42:10 AMQuote from: Rock5 on May 01, 2016, 07:12:04 PMAny mod that have the "Languages" folder and are loaded last will be the "Languages" folder that the game(or Unity) will try to load the "LangIcon.png" from.
That happens to me but I never knew what caused it.
I just tested it. I removed Mod Order, restarted the game and it still showed the red x. So I'm not sure it's caused my Mod Order.
Edit: I did my own testing. It looks like the Community Core Library is what's causing it for me.
My last mod that I load at the moment is"EdBInventory" and it got a "Languages" folder, I just did a test and put a copy of the "LangIcon.png" from the "English" folder inside the "Languages" folder under "Core" and the English flag is shown again.
#13
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 01:19:24 AMQuote from: Too-DAMN-Much on May 01, 2016, 11:45:47 PMYou need a few compatible patches to get all the map generator to work together.Quote from: Dagothra on May 01, 2016, 10:36:36 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.
no change.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.
QuoteEdBPrepareCarefullyThat will fix your problem
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
#14
Bugs / Re: [A13] Surgery on guest not working
April 30, 2016, 10:45:17 AMQuote from: milon on April 30, 2016, 10:32:27 AMAny guest in A13 is missing the "operations" tab.
My mistake then, sorry. I could have sworn it was a part of the Hospitality mod.
That is a bug then. Would you provide more detail about it? What steps to reproduce it, etc?
Any game from A11 to A12d just start a new *or load a old* game and use Debug menu to build a bed to have a point for guests to start from and add a guest, then click on the guest and he/she get the "Operations" tab, doing the same in A13 and they are missing the "Operations" tab.
#15
Bugs / Re: [A13] Surgery on guest not working
April 30, 2016, 10:27:51 AMQuote from: milon on April 30, 2016, 10:17:58 AMWas part of A11 and A12 vanilla. Been able to preform it.
Nope, that was never a part of vanilla. I think you were using a mod.
Patch note for A11:
QuoteYou can now perform surgery on guests. Violating surgery will anger their faction.https://ludeon.com/blog/2015/06/rimworld-alpha-11-sappers-and-traps-released/