Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Rathael

#1
Releases / Re: [1.0] P-Music - Adds 20 new fan made songs
December 05, 2018, 11:27:58 PM
So I normally turn off the music. When I saw someone mention this mod I was "Meh". I downloaded it anyhow to check out. This music is awesome! Could you add a setting in mod options to disable the vanilla music?
#2
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 28, 2015, 10:26:09 PM
Ha! I noticed that today too. About 20 guys all descended on my freezer at the same time and ate a bunch of lavish meals at my table.
#3
Outdated / Re: [MOD] (Alpha 8) Climate Control Unit
February 28, 2015, 07:04:30 PM
Any chance for an A9 update to this? I loved this mod in A8.
#4
For those having install problems with implants, I'll list my current mod load order. I am able to run expanded prosthetics, glittertech, and cyberstorm with no issues. You do need the patch file from here https://ludeon.com/forums/index.php?topic=5509.msg108876#msg108876 though.

  <activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>Icons</li>
    <li>A9_LessIncidentTrolling</li>
    <li>AlphaMuffalo1.6</li>
    <li>MoreHair</li>
    <li>AnimuHair</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>M&amp;Co. MMS</li>
    <li>M&amp;Co. Weapons</li>
    <li>Miscellaneous_HiRes</li>
    <li>Miscellaneous_Animals</li>
    <li>T-CoreCropTweaks</li>
    <li>T-MoreFloors</li>
    <li>Grow Goods v1.51</li>
    <li>OmniShields</li>
    <li>OmniPanels</li>
    <li>OmniTurbines</li>
    <li>OmniThermals</li>
    <li>OmniConduit</li>
    <li>OmniBatteries</li>
    <li>NonLethals</li>
    <li>RailGun</li>
    <li>Revolver</li>
    <li>RPG</li>
    <li>FireExtinguisher</li>
    <li>Mini NPD</li>
    <li>MoreDeco</li>
    <li>MoreStorage</li>
    <li>FloorLights</li>
    <li>AdvancedLamps</li>
    <li>MoreSunLamps</li>
    <li>Celing Light</li>
    <li>ModularSolars1.8</li>
    <li>Modular Tables</li>
    <li>Snappy Dresser</li>
    <li>Canned Food</li>
    <li>RTGs</li>
    <li>RTFTJ</li>
    <li>TemperatureControl</li>
    <li>CentralHeatingMod</li>
    <li>LT_GARDENing</li>
    <li>Apothecarius</li>
    <li>FixBone</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>CyberneticStorm</li>
    <li>GlitterTech</li>
    <li>LT_SoilingEasy</li>
    <li>WaterBoarding</li>
    <li>TilledSoil</li>
    <li>Rimfire</li>
    <li>Stonecutting Tweak</li>
    <li>More Vanilla Turrets</li>
    <li>Boomrat launcher</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>DefendThatColony!</li>
    <li>Industrialisation</li>
    <li>Apparello</li>
    <li>Outfitter</li>
    <li>DoorControl</li>
    <li>VeinMiner</li>
    <li>Priorityhaul</li>
    <li>More Designators</li>
    <li>LT_RimEffect</li>
    <li>LT_RimEffectMerc</li>
    <li>Thingamajigs</li>
    <li>MoreBlastingCharges</li>
    <li>Craftable Guns</li>
    <li>Teleportation</li>
    <li>TargetPractise</li>
  </activeMods>
#5
Sometimes no comments can be good. It means that it doesn't break anything. ;)
#6
I've been getting guns from the traders.
#7
Any possibility of getting the vents turned into a stuff-able Wall with Vent? Right now they act kinda weird. They break floor texture connection because they need a floor underneath them. They also break the room.. err.. separation? For example, if you place a prison and your hospital next to each other and then place a vent on the shared wall the hospital beds all become prison beds.
#8
Quote from: Minus on February 24, 2015, 04:07:05 PM
Alpha 9 version is out! I updated it all on my own this time! Pretty proud of myself, starting to feel like a modder again. Let's see how quickly you can find a mistake!

Quote from: npeters6546 on February 24, 2015, 10:50:14 AM
Tha bestest mod evah. Just waitin fhor de updaet so i can make some superr pawnz
Looks like you need to install a bionic jaw so you can talk proper good.

Wow, that was mean. How do you know he didn't just get his hand replaced with a claw and is still getting used to typing with it? ;)
#9
Might be better that way, the crafting table issue is a pretty serious problem.
#10
He already fixed it for the next release.
#11
He already fixed it for the next release.
#12
I both like and hate it. I would like to see a delay between item creation/last time stored indoors and the deterioration kicking in. Maybe a few days to a week? So anything on the ground at map start will give you a few days to get it collected up before deteriorating. You could also move items from inside to outside (not needed with trading indoors anymore, but still a nice feature) to back inside without them going to 99 or 98 as long as they are only out for a couple days. Once brought inside the delay resets again.

I think the rest would be great if we could have a colonist automatically grab a newer *exact item* from a stockpile. So t-shirt -> t-shirt and not t-shirt -> button down shirt because I don't want them changing from the clothing/armor setup that I give them.

Maybe a way to allow/disallow them to grab better weapons too.. not only deterioration, but also awful -> legendary etc.
#13
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 23, 2015, 04:51:43 PM
Bug report:


XML error: <filthLeavings><SlagRubble>1</SlagRubble></filthLeavings> doesn't correspond to any field in type ThingDef.
BodyPartRecord coverage value is negative (-7.55000) for node LeftTrack in BodyDef TankChassis.
BodyPartRecord coverage value is negative (-7.55000) for node RightTrack in BodyDef TankChassis.
BodyPartRecord coverage value is negative (-0.90000) for node FrontLeftActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node FrontRightActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node MiddleLeftActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node MiddleRightActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node RearLeftActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node RearRightActuator in BodyDef MechanicalReplicatorSmall.
Config error in TankChassis: no parts vulnerable to frostbite
Config error in MechanicalReplicatorSmall: no parts vulnerable to frostbite
Config error in XenonIonTurbine: powerToggleable=true but basePowerConsumption <= 0
Config error in PlasmaReactor: powerToggleable=true but basePowerConsumption <= 0


Edit:
The rubble problem can be fixed with:

<filthLeaving>BuildingRubble</filthLeaving>


The power problem can be fixed by adding:

<powerToggleable>false</powerToggleable>

#14
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 23, 2015, 04:49:49 PM
Quote from: seadderkrupp on February 23, 2015, 04:38:00 PM
Tried changing the load order. No change. Seems to be when i use prepare carefully, those colonists cannot accept any operations. Whilst anyone joining later on can. Only way i had around this was to modify the Humanoid defs file with the cybernetic storm one.

Hmm I think this was a bug that already got squashed by Edb.. you might want to check his threads for that.

Edit: nevermind it was you. :p

Here is the mod list and load order I'm running right now with no real problems.

  <activeMods>
    <li>Core</li>
    <li>Icons</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>A9_LessIncidentTrolling</li>
    <li>MoreHair</li>
    <li>AnimuHair</li>
    <li>Miscellaneous_HiRes</li>
    <li>Miscellaneous_Animals</li>
    <li>Floorspikes</li>
    <li>LogWall-Stuffed</li>
    <li>CryptoHax</li>
    <li>DefendThatColony!</li>
    <li>Modular Tables</li>
    <li>Apothecarius</li>
    <li>GlitterTech</li>
    <li>CyberneticStorm</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-ConditionRed</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloors</li>
    <li>Gardening</li>
    <li>WaterBoarding</li>
    <li>AdvancedLamps</li>
    <li>AlphaMuffalo1.6</li>
    <li>Canned Food</li>
    <li>Celing Light</li>
    <li>Mini NPD</li>
    <li>MoreDeco</li>
    <li>MoreStorage</li>
    <li>MoreSunLamps</li>
    <li>More Vanilla Turrets</li>
    <li>OmniTurret</li>
    <li>OmniBatteries</li>
    <li>OmniConduit</li>
    <li>OmniPanels</li>
    <li>OmniThermals</li>
    <li>OmniTurbines</li>
    <li>TargetPractise</li>
    <li>RimEffect</li>
    <li>Teleportation</li>
    <li>TemperatureControl</li>
    <li>FireExtinguisher</li>
    <li>RoofSupportGuide_Tool</li>
    <li>Stonecutting Tweak</li>
    <li>VeinMiner</li>
    <li>Priorityhaul</li>
    <li>DoorControl</li>
    <li>More Designators</li>
    <li>Rimfire</li>
    <li>PODs</li>
    <li>RTGs</li>
    <li>RailGun</li>
    <li>RPG</li>
    <li>Grow Goods v1.51</li>
    <li>CentralHeatingMod</li>
    <li>FloorLights</li>
    <li>ModularSolars1.8</li>
    <li>Snappy Dresser</li>
    <li>RTFTJ</li>
  </activeMods>
#15
Quote from: Sadler on February 23, 2015, 12:32:06 PM
OK. I'd like to release the next version of PSI in a few days. There would be some additional checks (for example, not to find colonists while you are in main menu). Just in case.

Re-install did nothing. I did check and it seems to be only in the first part of the output log, not the part during gameplay. So it does seem to only be happening in the menu. It looks like this up top:

PSI Injected

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
  at RimWorldIconMod.PSI.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0
  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0



And then it spams that over and over until the game loads:


NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0
  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

UnloadTime: 1.138524 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 4771.
Total: 27.158318 ms (FindLiveObjects: 0.190458 ms CreateObjectMapping: 0.322933 ms MarkObjects: 25.797466 ms  DeleteObjects: 0.046078 ms)

(Filename:  Line: -1)

Initializing map from file Rimton with mods <snip>