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Messages - Nemesis688

#1
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
September 03, 2017, 05:43:31 PM
Would it be possible to change (or add as an option) the corpse clean up so that it only removes rotten corpses?
#2
Anyway to add this to an existing game? Is there anything I can add/remove from the save file? Or is it just not possible.
#3
Is anyone else able to install natural arms? According to the recipe def I have everything I need but it doesn't appear on the operation tabs.
#4
Quote from: aiu2003 on February 20, 2017, 09:26:28 PM
Haven't really notice until now, but pawns with bionic legs can't wear shoes and bionic arms can't wear gloves. Is this intended or a bug?

I'm pretty that's also in standard EPOE. It's because bionics and prosthetics count as being worn over the limb instead of being the limb. I think the only way to 'fix' it is if you could have more things layered over body parts but in my poking around in the def files I've never seen a 'max layers' option so it might be something hard coded.
#5
So I updated to the latest GitHub release and am trying to salvage my save. I'm left with just one error and was wondering if anyone knows if there is anything I can edit/delete from my save file.

The error is "Map compressor decompression error: No thingDef with short hash 14422. Adding as null to dictionary.

Also, does the game save the log anywhere outside of the game like it does with crashing?
#6
It appears that it doesn't work on the animals added by the  HardcoreSk modpack. I didn't see anything in the defs that I could add/edit/change so I assume it has to do with something in the assembly. Any chance on a version that will work for that? The modpack updates fairly often and has a good number of animals so I understand if it isn't something you would want to tackle.
#7
The autodoor has two breakdown entries. It causes an issue if someone adds fluffys breakdowns along side the pack. Also, it seems that the trade caravans have no interest in buying any fish products but random visitors do.
#8
Releases / Re: [A13] Miniturisation v2
June 05, 2016, 07:33:37 AM
I'm fairly certain it wont do to much for the HardcoreSk pack since the pack overwrites most (if not all) the vanilla items by adding new ingredients to the objects. I use the modpack myself but I've tweaked it a bit and one of the things I did was make just about everything minifiable.
#9
I was using a github build from last night and it seems abominations are trying to spawn out of bounds. (-1000,0,-1000). So the event triggers but they fail to appear and there is no 'jump to' option. Playing on second largest map size.
#10
So I am getting an event error.  It is spamming the log and causing a slow down. This was on a github build from last night. I see the assembly has been edited in some way again so I'm not sure if its been fixed since my save was from after the error was in effect.

Edit: Also, Ilmenite Ore Deposits are dropping Titanium alloy instead of the ore.

[attachment deleted due to age]
#11
Just wanted to mention that the description for the cremation recipes are slightly off. The amount of ash produced was increased awhile ago but the description stayed the same (they all say they produce two)
#12
Quote from: zoranjoza on January 10, 2016, 09:54:24 PM
Why my colonist getting some radiation dmg? Its not nuclear plant, i dont have it. I have one 40 of uranium and i few uranium ores near my "town".

I know for sure Uranium ore will cause radiation damage both mined and unmined. There is a hazmat suit you can make that will stop it.
#13
Quote from: pongvin on January 10, 2016, 06:08:49 PM
The newest github release seems to corrupt save game files for some reason, at least that's what I think. I lost 2 different colonies now as I can't load them.

I hadn't modified anything between loads and yet on loading the save I get a black screen and a shitton of error messages. I'll upload the log and the savegames here so someone can take a look if it's indeed a mod error, engine error (which is certainly possible as I had an insane amount of stockpiled crap both times, and also been using too many scrip heavy conveyors), or PC error.

What I'd tried so far (to rule out some things) were:

-starting a new game on the same world on the same spot on an untouched game (on which the bug occured), which worked fine.

-tried reinstalling all mods from scratch, which failed to load my saves.

-tried reinstalling the game entirely, which also failed to load the saves.

-the saves are readable in an editor, they don't seem mumbo jumbo.

I generally find that whenever an assembly (.dll) file gets changed/updated it will break save games. It's kind of the cost of always trying to use the latest.
#14
Is there anyway to stop the colonist from using the mending table to exhaustion? When they are working the table they will ignore their needs and the time table. I can micromanage them but it's a bit tedious.
#15
Help / Unofficial updating etiquette?
May 15, 2015, 11:02:05 PM
So I was looking for a soybean mod and I found Vegetarian Mod for A8 https://ludeon.com/forums/index.php?topic=9510.0. I went ahead and updated it for A10 and added/changed a few things around (all the art is the same since I can't art). Anyway, what would be the etiquette on releasing it? Would I just bump the old thread with it or should I make a new topic with it, or just keep it as personal use?