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Messages - just_a_random

#1
Releases / Re: [1.0] Planetside Politics (1.2)
May 11, 2019, 06:24:39 AM
Quote from: LegendaryMinuteman on April 21, 2019, 03:18:03 PM
Quote from: Jazz on April 21, 2019, 03:07:01 PM
1) Neither Republican nor Democrat are actual "ideologies" (and they don't make any sense for those outside of US).
Might want to consult a dictionary on that.
democrat only means you want democracy, it doesn't say anything on how the country will be managed
republican is the same, it only means no king/emperor it doesn't constitute a full ideology as oters such as comunism/fascism would
but if you want to make those reflect the US politics you might want to consider that outside US both parties are considered right wing parties
#2
Quote from: sumghai on May 07, 2019, 05:14:17 PM
Quote from: just_a_random on May 07, 2019, 04:49:33 PM
How am I suposed to change the food recipe? it only shows survival meals.
I already built everything.
Replimat uses the game's built-in food restriction system to customize what meals each colonist is allow to eat. Pawns will automatically select a random meal from the list of meals allowed by their current policy.

To modify food restrictions, go to Assign -> Manage food restrictions, and configure the meal policy from there.

The Batch Survival Meals button is only used for preparing caravans or emergency stockpiles.
So colonists go to the terminal themselves and get food, ok I get it now thanks
#3
How am I suposed to change the food recipe? it only shows survival meals.
I already built everything.
#4
faction : Espiña, by changing 1 letter now my country means "it's pineapple"
base : Espiña too because im too lazy to think 2 jokes
#5
too soon for that joke
#6
Mods / [MOD REQUEST] Old deadfall traps
November 13, 2018, 08:38:22 AM
I liked the previous version more so if anyone can turn them into a mod it would be very nice
#7
Releases / Re: [1.0] Orassans 🐱
November 04, 2018, 07:37:04 AM
Hi, love the mod, everything very nice but for one small detail, neo-concrete. It needs no research to unlock and is overpowered early on. can I suggest it to be behind a research preoject?
#8
General Discussion / Re: Give up leave?
October 23, 2018, 05:56:14 AM
Arrest and release the pawn, everything is fine now
#9
Releases / Re: [B19] Misc. Robots++
October 11, 2018, 02:14:16 PM
hi, the last 2 ingame days my kitchen bot has some kind of trouble whe butchering humans(havent tested with animals didn't hunt recently), previously it worked just fine
JobDriver threw exception in initAction for pawn Kitchen Bot 2 driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_4414951) A=Thing_TableButcher629928 B=Thing_Corpse_Human1332754 C=(167, 0, 160)) lastJobGiver=AIRobot.X2_JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
at AlienRace.HarmonyPatches/<>c__DisplayClass80_0.<ButcherProductsPrefix>b__0 () <0x002f9>
at AlienRace.HarmonyPatches.ButcherProductsPrefix (Verse.Pawn,single,System.Collections.Generic.IEnumerable`1<Verse.Thing>&,Verse.Corpse) <0x000ab>
at (wrapper dynamic-method) Verse.Corpse.ButcherProducts_Patch1 (object,Verse.Pawn,single) <0x00053>
at Verse.GenRecipe/<MakeRecipeProducts>c__Iterator0.MoveNext () <0x00875>
at System.Collections.Generic.List`1<Verse.Thing>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Thing>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00070>
at Verse.AI.Toils_Recipe/<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () <0x002d4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#10
Quote from: Oldcheese on October 03, 2018, 05:41:46 PM
I'm not entirely sure if this has been posted before.

- Are megasloths not vanilla creatures? There's no option to harvest them.
- How can I know what vial of genes is what? If I harvest murine/rodent serum from two different animals they seem to go on the same stack? Will it just give me a random rodent? I noticed it gave me a wolfbeaver.
- Will there ever be options to breed alpha insects, or did you choose not to because they're natural animals?

Also, if I 'modify' my pawns, will people be disgusted/hate them or will they find it negative? Does it work the way you'd expect with transhumanist?

Sorry for all the questions!


Is there any wiki/documentation on this mod? the descriptions don't say very much oftentimes. I'd love to know beforehand if the creatures are breedable or not.
1 megasloths are indeed vanilla creatures but they are not from a "family of animals" used by the mod to create hybrids
2 genes of all similar animals are the same thowards hybrid creation, so all rodents result in the same rodent and all canines result in wolf-like creatures
3 cant answer that but would like to know too
modifications do not give any kind of social impact modificator(except those who improve or perjudice talking) this is true for all pawn modifications by all mods(unless specified otherwise)
#11
Hi, amazing mods, but i can't seem to figure a way to restore sanity, in previus versions we had the writing table wich restored sanity but now i can only remove sanity loss through th go mad command
#12
Releases / Re: [1.0]Mine Tortoise-HELLO!
July 26, 2018, 07:41:40 AM
Quote from: robno on July 25, 2018, 07:57:47 PM
It's an interesting idea. Maybe animal suicide attacks is a bit dark for RimWorld, but I'd like an item of clothing which explodes when the wearer dies. I suppose this would lead to friendly fire. Also not sure pirates are quite as fanatical as terrorists...
there is no such thing as too dark for RimWorld, this is exactly the kind of thing some mad raider scientist would develop for shits and giggles.
#13
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 22, 2018, 04:52:27 AM
just an iidea, what about a xenohuman version of the greys, born in gliterworlds throug selection of the smartest for centurieswith the target of geting a scientist caste to research for the government. Smaller, with less hp, foreced wimp trai, but with higher global learning factor, the too smart trait, stuff like that. Dont know
#14
Mods / [Request]Disable rain
July 18, 2018, 05:38:45 AM
well, my pc is shit and every time it rains fps drop even more, so if there was a way to deactivate the rain (except for big wildfires) so my pc doesnt suffer
#15
Mods / Re: [WIP] More Playable Races for B18
November 20, 2017, 07:35:05 AM
well, since the warhammer 40k mod is currently stoped you could make some races, necrons, eldars, tyranids as mele/ranged mechanoids