Congratulations on the WIP! I'll start doing some bug testing
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#1
Unfinished / Re: [B18]{WIP}Bunnions - The cute but very deadly bunny humanoid race
January 23, 2018, 03:04:52 PM #2
Releases / Re: [B18] Better Workbench Management (QoL mod)
January 23, 2018, 03:03:37 PM
THANK YOU THANK YOU THANK YOU. #1 MOD ON THE RIM
#3
Unfinished / Re: [B18][WIP] YAPM (Yet Another Priorites Mod)
January 23, 2018, 02:55:14 PM
Very interesting start! I'll be closely following and posting suggestions when I can. Thanks!
#4
Outdated / Re: [B18] Orc Invasion 18.01.21
January 23, 2018, 05:38:25 AM
I adore additional races mods, so thank you for the gorgeous addition!
One suggestion, would you ever consider making Orcs compatible with Alein FrameWork Pregnancy Addon? I really like where that mod is heading with the Children and Pregnancies mod, and I love children in Rim World, including Orcs!
One suggestion, would you ever consider making Orcs compatible with Alein FrameWork Pregnancy Addon? I really like where that mod is heading with the Children and Pregnancies mod, and I love children in Rim World, including Orcs!
#5
Releases / Re: [B18] Expanded Woodworking (Revived) (2017-12-19)
December 27, 2017, 11:11:43 AM
This may be a stupid question, but how do you construct the different wood flooring? I can't seem to find the different floors anywhere?
#6
Releases / Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
December 22, 2017, 02:24:07 PM
Hello, I have a million and one mods loaded, so it's hard to for me to determine an exact mod conflict/issue, but that won't stop me from trying!
Whenever I try to start a new game, I get an error when using the Prepare Carefully mod, I can't bring up the exact error right now, but it's something to do with the face and body textures not being loaded/detected properly by the Prepare Carefully editor. I could still see the pawn in the little editor screen. but whenever I tried to change the colour of the pawn, the colours wouldn't change on the display.
Here's an issue brought up by the logs whilst in-game. Occured right after loading.
Prior to saving and loading I got a warning message about how the IDs weren't 'deep saved' so it could cause issues whilst loading. I had an error for each one of my Equius pawns (4).
Whenever I try to start a new game, I get an error when using the Prepare Carefully mod, I can't bring up the exact error right now, but it's something to do with the face and body textures not being loaded/detected properly by the Prepare Carefully editor. I could still see the pawn in the little editor screen. but whenever I tried to change the colour of the pawn, the colours wouldn't change on the display.
Here's an issue brought up by the logs whilst in-game. Occured right after loading.
Code Select
Could not resolve reference to object with loadID Thing_Alien_Equium855 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PriorityManager curPathRelToParent=/Priorities/keys
Verse.Log:Warning(String)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Prior to saving and loading I got a warning message about how the IDs weren't 'deep saved' so it could cause issues whilst loading. I had an error for each one of my Equius pawns (4).
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