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Messages - olvido

#1

Quote from: Leif on February 17, 2015, 04:57:07 AM
Wait, you're going to pull out the "try reading" card when you clearly missed every relevant point I mentioned in my post? LOL. Grow some thicker skin; constructive criticism by pointing out major gameplay problems and unfixed bugs in a mod is not "degrading" it, you're the only person who took it as such, and nobody asked you to white-knight for the mod-maker here.  Now please, go back and point out exactly which "older post" has the solution to my problem? Actually don't waste your time, because none of them do, because had YOU actually read MY post, you would have seen that I'd tried all of those things.

Quote from: Iwillbenicetou on September 19, 2014, 08:11:57 PM
These instructions are on how to download mods.
1. Download it! If you are having trouble, it may be your internet, your computer, or just spamming the download button because it wasn't loading... Maybe not the last one...
2. The file you get will most likely be zipped (compressed), use your decompression tool of choice (winzip, winrar, 7zip) to extract the files. And for macs, use The Unarchiver
3. Move the folder into the mods folder, located in your Rimworld install location, make sure that the mods files are 1 level deep (for example /mods/modname/defs. not /mods/modname/modname/defs as sometimes happens, or /mods/defs/
4. Start Rimworld and select "mods" from the menu, here you can activate and deactivate mods. Some mods are buggy when you open mods folder and exit it without quiting the game. These include Clutter, Animal Rugs (?) and some others. If you're unsure, then quit the game and start it up again. I recommend quiting and restarting the game, as it's always nice to be safe.
5. If you add a mod which adds factions, create a whole new world. Not colony, world. So remember your seeds!
6. If you cannot start your game after enabling a mod, navigate to your user folder (c:/users/username) make sure you have "hidden folders and folders" on and go to "AppData" then "LocalLow". In here you should see a ludeon Studios folder, navigate to Rimworld/config and remove the offending mod from the "modsConfig.xml" file. I hope you understand that last point :P

Good way to make mod downloading easy:Edb Mod Order
Updating Mods:
Simple by just replacing the old folder with the new one, (keep the name of the file)
Some sadly might require new worlds or colonies.  :'(

If you are having trouble, restart your game and restart your computer. Or make new worlds...
If you have any more problems, PM me and if you still have trouble try support (Located in the main menu of the forums).

Alpha 9! *Cue singing* A whole new update!

Available since Alpha 6!

always old saves/worlds cause problems delete them that can work, and the sprite ''bug'' happens in other mods too its a mod/load relate problem
#2
Quote from: Leif on February 17, 2015, 04:57:07 AM
There are major problems with this mod. The plants spread far too rapidly. Within a month or two they will completely overwhelm any non-lit area.  Far faster than your colonists can handle. Even with five starting colonists, my base becomes a mishmash of brightly colored fungus. Smoothing stone doesn't necessarily work, because they spread to tiles like sand, soil, etc.   Any cave tunnels you mine out immediately are overrun with the fungus. Forget about tweaking growth durations -- you need to fix it from becoming a kudzu-like menace that completely takes over the entire map within a year.  Why does it even spread like that?  Just let it spawn naturally and allow colonists to plant it where they want.

Also, the sprite/tile for the fungus has an annoying glitch -- it gets replaced with several square blocks that seem to be miniature versions of the plasteel bed from vanilla. It does this regardless of whether you clean install, restart your game after loading mods, etc.  It does this after zooming in to a certain level.

Frustrating, because this adds a DF-like element that is nice, and the glow is a nice touch when mixed with the Darkness mod, but in it's current state it's unusable and unplayable.

I suggest you to read first, older posts can help you, and for you final quote this mode its playable and usable dont degrade other peoples works because you dont like the CURRENT VERSION of this mod.

sorry if i misunderstand your post but complains and suggestions are to different things cheers and good luck reading  ;) 
#3
the tofu its a meal or a ingridient to do meals???
#4
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
December 31, 2014, 09:08:19 PM
Quote from: palandus on December 25, 2014, 06:48:03 PM
I get no error when starting up the game, but the moment I create my colonist party and begin the actual game, I get multiple error messages, and I've confirmed they are coming from this mod.

I'm getting one: (Both is a problem in ThingsDef to help narrow it down)
&gt  = This is not defined somewhere; I'm sorry, but the error messages are very vague and I had my fair share of problems debugging my own mod as the error messages didn't tell me much.
and
MRG-5Pistol = Something is wrong with the texture path, dunno what though as I've taken a look at it myself and it looks fine; all the other weapons are fine.


i find a little syntax error in the RimWorld\Mods\GlitterTech\Defs\ThingDefs Weapons_MRG-5group
open it find ThingDef for the Pistol 
<graphicPathSingle>Things/Item/Equipment/MRG-5Pistol</graphicPathSingle>
need to say
<graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath> that work for me

#5
i was testing a full cyber-colonist and then become invisible "only reporting"