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 - Lumaan

#1
Ideas / Re: A18
July 18, 2017, 04:03:59 PM
-64bit exe (Can't use all the mods I want too)
#2
Outdated / Re: [A14] Community Core Library v0.14.2.1
August 13, 2016, 08:45:20 AM
Quote from: 1000101 on August 13, 2016, 03:09:38 AM
I don't know if you can "verify files" for mods or not but if you can, try that too.
You 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%**
#3
Quote from: Elysium on August 10, 2016, 02:01:51 PM
This looks pretty useful, I'll have to try it out.
It'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*

Great mod  8)
#4
Quote from: RawCode on May 09, 2016, 02:28:36 AM
loadorder have no effect on menu injection.

1) Run game
2) navigate \RimWorld1135Win\RimWorld1135Win_Data\output_log.txt
3) post it here
*Note to self: Test before spreading wrong info* :( Sorry for wrong info.
#5
Quote from: RemigiuszL on May 09, 2016, 12:55:55 AM
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...
If that's your load order? Has to be "Core, CCL, (And all the other mods)", never load anything before "Core".
#6
@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
Quote@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab. :(

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.
Found the settings and played around with them, looks better now.. :)
#8
@Fluffy - Nice looking Relations tab, but when using with "More Factions Spawn" mod it get messy in the Factions tab. :(
#9
Quote from: Too-DAMN-Much on May 02, 2016, 03:32:34 AM
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.
Happy to help 8)
#10
Quote from: Too-DAMN-Much on May 02, 2016, 03:01:24 AM
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/
Can see an error from "Miscellaneous_MapGenerator", any change see a copy of the loadorder from your "ModsConfig.xml"?

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
Quote from: Too-DAMN-Much on May 02, 2016, 02:26:35 AM
Quote from: Too-DAMN-Much on May 02, 2016, 01:48:50 AM
Quote from: Lumaan on May 02, 2016, 01:19:24 AM
Quote from: Too-DAMN-Much on May 01, 2016, 11:45:47 PM
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.
You need a few compatible patches to get all the map generator to work together.
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.
QuoteEdBPrepareCarefully
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
That will fix your problem 8)

thanks!

disregard, still no change after trying it.
Do the "Debug menu" give any errors? and what about in the "output_log.txt" under "\RimWorld1135Win_Data"?
#12
Quote from: Rock5 on May 01, 2016, 07:12:04 PM
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.
Any 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.
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
Quote from: Too-DAMN-Much on May 01, 2016, 11:45:47 PM
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.
You need a few compatible patches to get all the map generator to work together.
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.
QuoteEdBPrepareCarefully
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
That will fix your problem 8)
#14
Bugs / Re: [A13] Surgery on guest not working
April 30, 2016, 10:45:17 AM
Quote from: milon on April 30, 2016, 10:32:27 AM
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 guest in A13 is missing the "operations" tab.
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 AM
Quote from: milon on April 30, 2016, 10:17:58 AM
Nope, that was never a part of vanilla. I think you were using a mod.
Was part of A11 and A12 vanilla. Been able to preform it.
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/