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Messages - Halcyel

#1
Dude i love the way you build this mod :D , but i cant play it in version 1.0, first it´s says its for version 0.19, but never mind, activate the mod and cant construct the machines.
Get this error:

Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00072] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:385
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:343
  at System.Activator.CreateInstance (System.Type type) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000c5] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingMaker.cs:44
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00096] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:284
  at Verse.DesignatorManager.ProcessInputEvents () [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:71
  at RimWorld.MapInterface.HandleMapClicks () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:147
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00176] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:105
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)

Thanks for everythig :D
#2
Any chance of get this awesome mod for A17? :O
#3
Outdated / Re: [A17] Mines - balanced mining
July 08, 2017, 02:46:00 PM
I think the 5x5 is the best option, its feel more "natural"  ;)
#4
Outdated / Re: [A17] Mines - balanced mining
July 06, 2017, 12:28:17 AM
Ok ok thank you :D i'll give a try.
#5
Outdated / Re: [A17] Mines - balanced mining
July 05, 2017, 11:34:45 PM
Can you please put some images? Is a placeable object? =O
#6
Help / Re: Missing relationships in social tab.
July 05, 2017, 11:30:16 AM
Quote from: Distman on July 04, 2017, 11:49:38 PM
You are using any optimization mod? I've seen many of those fiddling with relationships, although not this destructive.
But it definitely looks like a mod problem.

I'm using "RuntimeGC" MOD that is very usefull, but if you know another better can you tell me please?
It seems that the bug fixed itself xD, but I dont know for how longer until happen again :c
This is my mod list.

[attachment deleted by admin due to age]
#7
Help / Missing relationships in social tab.
July 04, 2017, 09:42:13 PM
I just realized that in the tab of relations of my colonists nothing appears, being that at first everyone had something in it, and the weird thing is that it is kept in a continuous strange blink.
Image in the attachment.

[attachment deleted by admin due to age]
#8
Apparently for the moment there are no errors with an existing save, the bunch of mods that I'm running xD

[attachment deleted by admin due to age]
#9
Mod bugs / Missing relations in social tab
July 03, 2017, 11:22:32 PM
I just realized that in the tab of relations of my colonists nothing appears, being that at first everyone had something in it, and the weird thing is that it is kept in a continuous strange blink.
Image in the attachment.

[attachment deleted by admin due to age]
#10
Releases / Re: [A17]Vanilla Animal Overhaul
July 02, 2017, 11:23:11 PM
Quote from: kaptain_kavern on July 02, 2017, 09:37:11 PM
Thx lorebot. I found the same informations nearly so I was wondering if I should just exclude snake only from that changes. But I tried and it's working. They all will lay way less than chicken of course ;-)

@Halcyel : I'm so sorry I haven't test that, meh -_- I suppose it could be added to a save but I'm not sure if already created factions will use modded pack animals. If you were to try please be sure to backup your save upfront.


Now about that bug, after some reflexion if it was vanilla we couldn't buy muffallo or dromedary from merchants (not to mention Alpacas). But like for all my mods if someone report me a bug I will investigate. Word ;-)


I also wants to add more cats (and dogs to be fair but I'm a cat person) in the game, I'm still wondering if I should add them in this mod or with a separate one

Ok no problem :D, I'm going to test it for you :D i have so many factions xD
#11
Releases / Re: [A17]Vanilla Animal Overhaul
July 02, 2017, 09:31:58 PM
Woow i wonder why i cant bring my elephant to the caravan, this is the best :D,
Only a question, this mod need a new save? :c
#12
Help / Re: Can someone help me with this error?
July 01, 2017, 11:35:44 AM
Quote from: AngleWyrm on July 01, 2017, 04:41:30 AM
The first red error looks like the mod M No Death Randomness was incorrectly installed. This can be verified by looking in [Rimworld]/Mods/NoDeath folder: Does it have an About folder right there, or is it as I suspect an additional folder down?

The second red error I have a less clear picture of, but it may be related to settings stored for one set of mods that aren't playing well with the current set of active mods. A way to test this is to drag a copy of the settings folder to the desktop, and then delete it from where Rimworld normally stores settings.
I know that the first error is only because the modder doesn´t put the correct so we need only to ignored it xD
Thank you about the quick answer about the second error  :D
#13
Help / Can someone help me with this error?
July 01, 2017, 12:29:24 AM
The game run even with the error but the curiosity is killing me xD

Image in the attachment.


[attachment deleted by admin due to age]
#14
Hello, first thing thank you very much for this amazing mod.
Second, I'm having an issue when i go to Enemy Outpost and The Crashed Site, the game say "command settlefail" and other thing, when I raid 1 outpost and give the order attack outpost the ship totally dissapear xD, I dont know if is a bug or an issue with the other mods I have.
#15
General Discussion / How many factions?
June 25, 2017, 06:04:24 PM
How many factions can the game support? I am new in the game and i like to add more factions but for what i saw there are only 4 i think, But i really like to add more mod factions to the game, so that in the end had about 6 or 7 faction in total.
Thank you for your time :D