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Messages - Tiberiumkyle

#1
Issue found. This mod isn't playing nice with anything, it seems. Beautiful Water https://steamcommunity.com/sharedfiles/filedetails/?id=1561769193

Prison Labor mod also having some fairly serious issues so dropped that for now. Nice to have but not critical.
#2
Yes, I checked everthing for 1.1 compatibility. Those few that aren't specifically updated for it were showing multiple reports of still working. I've tried running without them, too, and that didn't resolve the issue I'm actually concerned with. I'm long accustomed to having errors galore showing in the log, as long as things actually work in game I don't care. This was the case for my 1.0 mod setup.
#3
Just sorted out my old 1.0 modlist getting it updated for 1.1, cutting it down a fair bit in the process, but what I have now appears to have something that isn't playing nice, haven't been able to find the culprit yet.

New world generation gets as far as taking a minute to process, then aborts.

I have so far tried running this mod list with small groups of possible culprit mods removed, but with the size of the list, I've only put a dent in it after several hours. If anyone can take a look at the log and the list and have a better idea, even narrowing things down, that'd be amazing.

Edit: Clarified that this is meant for 1.1, and yes I know there are a bunch of other errors showing in the log. I'm used to running sizable modlists that do that and still run fine in game. Trying to track down what's preventing world gen from working.
#4
Outdated / Re: [A16] Enhanced Development - 2017-01-21
January 24, 2017, 05:13:07 PM
Quote from: Jaxxa on January 23, 2017, 12:43:55 AM
What appears to be the issue?
Are there any errors or do the weapons just go through the shield?

I'll check again for errors, but don't recall any in initial testing. Weapons fire simply ignored the shields, as did fires. Toggling the shield settings had no effect.

Edit: And now it's working. No clue why it wasn't, earlier, I've changed nothing.  Non-steam version, cause I prefer updating when I'm good n ready, not when steam wants to.
#5
Outdated / Re: [A16] Enhanced Development - 2017-01-21
January 23, 2017, 12:30:25 AM
Shields not working with Hardcore SK mod, tried with and without combat realism patch, and in different load orders, guessing it's something they've done specific to the modpack.  More an inconvenience than anything, while I do like having the option, I'll get by if making a compatibility patch isn't on the to-do list.
#6
Quote from: shilum on March 28, 2016, 08:22:18 AM
I was wondering if anyone could explain the developers mode menu? Especially the "enable damage' and "enable player damage". I tried disabling them one at a time and both at a time. After testing it by trying to kill an animal no damage was caused with each test.

Unchecking 'enable damage' turns off ALL damage, nothing will take damage. Certain scripted deaths may still occur, haven't tested that much.

Unchecking 'enable player damage' makes it so player controlled colonists and tamed animals won't take damage. Everything else will, such as friendly pawns (guests), enemies, wild animals, buildings, items, etc. This includes things equipped on player controlled colonists, they won't be hurt, but their gear will be.
#7
I've been having issues with manned turrets failing to properly target things on their own when manned.  I've seen it from every turret type, some are worse than others.  I've determined it's not an issue of combat realism line of sight, as they'll fire fine with a force fire command. This has been an issue since I first started using the mod in early march, still present in latest github version as of this post.
#8
Latest bleeding edge update is bleeding a bit more than usual, started a new colony, opening research tab gives this in debug log with empty research tab. Clean mod install, restarted after getting load order situated, all the stuff that normally gets a working game.

#9
Loving the modpack, and greatly appreciate the work being put into it. Many thanks!
#10
Unfinished / Re: [MOD] (Alpha 3) Arachnid Threat 1.00
February 17, 2014, 04:43:29 PM
As if the Arachnid threat wasn't bad enough, the bugs now defy physics as they slide, unmoving, across the landscape to rip you apart!

I can't wait :D
#11
Bugs / Re: The wonders of science!
November 23, 2013, 06:44:34 PM
Known issue, traits don't check gender, or anything else, currently, iirc.
#12
Bugs / Re: OMG it burns!
November 23, 2013, 06:40:59 PM
Quote from: ShadowDragon8685 on November 22, 2013, 11:06:11 PMa right royal pain in the aft.

Couldn't have said it better.
#13
General Discussion / Re: Question on Power
November 14, 2013, 10:40:05 PM
If you can locate enough geothermal vents, you won't even need batteries, unless something changes.
#14
Bugs / Re: [W|0.254b] Crash on Load
November 13, 2013, 11:14:01 PM
Quote from: zurtri on November 13, 2013, 10:17:36 PM
I have turned the Avast shield control to off. Is this as 'off' as avast gets?

Doing this works fine for me.
#15
Bugs / Re: [W|0.254b] Crash on Load
November 13, 2013, 10:12:32 PM
Avast 'gaming mode' just means it doesn't vocalize any of it's alerts, it still runs silently.  Like Tynan said, try turning it off entirely.  I've had to do so to run Rimworld myself.