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Messages - RookE5

#1
Outdated / Re: [A12d] [GUI] Enhanced Animals Tab
September 08, 2015, 01:21:44 PM
Hi, sorry, seems I'm too dumb to handle it. On Github it says
Quoteput the EnhancedAnimalsTab folder in your mods folder (NOT RW_EnhancedAnimalsTab_v12d.x)
but all I see is the "RW_EnhancedAnimalsTab_v12d" folder. What should I do?
#2
Mods / Re: Xerigium missing from growable plants list
September 03, 2015, 01:50:44 PM
Quote from: Florius on September 03, 2015, 12:48:41 PM
Quote from: 1000101 on September 03, 2015, 12:05:49 PM
"Community Core Library - Vanilla Tweaks" also hides hops and xerigium behind brewing and hospital beds respectively.

You can simple delete/edit the Advanced Research associated with plants to enable normal access.

/Mods/Community Core Library - Vanilla Tweaks/Defs/AdvancedResearchDefs/

I use the vanilla tweaks myself, but still have the medicine plants (it's a anoying word, so I just call it medicine plant ;D)

Yes, I had the same situation, then after reloading xerigium was gone again. I brought it back by deleting the mentioned xml file. Thanks 1000101!
#3
Mods / Re: Xerigium missing from growable plants list
September 03, 2015, 11:45:38 AM
Yes, thank you, that's it. Going to disable the mod for the same reason. :-\ Shame!
#4
Mods / Xerigium missing from growable plants list
September 03, 2015, 11:27:40 AM
Hello folks,

Please forgive me, if this isn't the right spot to post this.

In my game (A12d) Xerigium seems to be missing globally from all plant selection lists.

Here's my mod list and the current order (A12 upwards):

Core
Community Core Library
Community Core Library Tweaks
EdBModOrder
EdbPrepareCarefully
ExpandedProsthetics&OrganEngineering
GlitterTech
Hospitality
Miscellaneous_HiRes
MAI
More Factions Spawn
NaturalSurgery
RWAutoSell
USCM

Are there any known incompatibilities with those mods or are there circumstances in which certain growable plants aren't available?

Thank you so much for any help!
#5
Translations / Re: Official: German | Deutsch
February 10, 2015, 04:07:45 PM
Klar fixt Haplo das! :) Danke für den Hinweis!
#6
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
January 29, 2015, 09:53:47 PM
Quote from: ZeeOvenfresh on January 27, 2015, 11:55:24 PM
Quote from: RookE5 on January 24, 2015, 01:04:22 PM
Nice work! Is it save to use your mod among other mods that add weapons?
I use this Guns+ with the Rimfire mod and they work perfectly together so id say its safe.
Thanks for confirming!
#7
Translations / Re: Official: German | Deutsch
January 28, 2015, 03:07:51 PM
Immer gerne!

Demnaechst werde ich ALLE rein aesthetischen Aenderungen zunaechst als Vorschlaege in das Changelog eintragen, dann koennt ihr euch das erneute Abaendern sparen. :-)

mfg
#8
Translations / Re: Official: German | Deutsch
January 28, 2015, 12:43:51 PM
Ok, hier waeren die korrigierten Dateien und ein Changelog in das die fuer die Uebersetzung verantwortlichen Leute unbedingt noch mal reinschauen sollten, da es ein paar Verbesserungsvorschlaege enthaelt (mit 'SUGGESTION' versehen). Manche Veraenderungen liegen ausserdem im Auge des Betrachters, wie das (nicht inhaltlich)veraenderte Intro zu Spielbeginn. Koennte also durchaus sein, dass ihr etwas zurueckaendern wollt. :-)

Wie dem auch sei, ich hoffe ich konnte euch helfen. Fuer dieses besondere Spiel und alle die daran arbeiten mache ich das gern! Falls ihr mich also nochmals zum Korrekturlesen braucht, meldet euch ruhig bei mir.

mfg

[attachment deleted due to age]
#9
Translations / Re: Official: German | Deutsch
January 25, 2015, 12:50:56 PM
Hallo, hier war ja schon lange nichts mehr los. Ich wollte nur mal anmerken, dass ich eure derzeitige Übersetzung wirklich gut finde, allerdings habe ich jede Menge Fehler, ausgelassene oder doppelte Satzzeichen, falsche Groß- und Kleinschreibung, redundante Satzstrukturen, überflüssige Leerzeichen und weitere grammatikalische Ungereimtheiten entdeckt, die ich nun weitestgehend korrigiert habe. Manches habe ich komplett geändert, um dem Ganzen die hochdeutsche Würze zu verleihen. Die einzelnen Menüpunkte im Architektur-Menü wurden ebenfalls übersetzt. Changelog habe ich auch angelegt, damit ihr wisst, was genau geändert wurde.

Solltet ihr Interesse haben, kann ich diese Dateien gerne hochladen.
#10
Ideas / Re: Your Cheapest Ideas
January 25, 2015, 10:36:09 AM
After the player releases a prisoner or the prisoner flees, either way, if he successfully escapes the map, he might tell his buddies a tale about the awesome/terrifying treatment while he was imprisoned.

Following message might appear after some days have passed: "John, Sailor made it successfully back to his base. He tells his comrades everything about your awful/awesome hospitality. (your relation with the big Whales has decreased to {some lower/higher value})"

This would be a welcome alternative way for the player to naturally alter relations to enemies, in times of monetary tightness and endless raids.
#11
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
January 24, 2015, 01:04:22 PM
Nice work! Is it save to use your mod among other mods that add weapons?
#12
I am sorry to hear that you have to take these sliders out. May I suggest changing at least one of the presets to a more healthy looking tone, so all skin colors will be covered? Either the first or second one wood be best as they almost look equal. A good rgb combination, in my opinion, would be something around r 245; g 215; b 194, but of course this is up to you. Again awesome work! Thanks for this modification!
#13
This mod is wonderful! The only little issue I found is that if you change the skin color of a colonist and then change the head type right afterwards, it gets stuck at the next face you select, or it won't update anymore, until you randomize the appearance once. I know it's easy to bypass this, just wanted to let you all know.

EDIT:

By "changing color" I mean moving the rgb sliders. There is no issue when using the skin color presets.
#14


That's what I ended up with. Survived 2 raider drops (4/6), everything ran smooth, but now that an alien ship has landed which breaks my colonists and after seeing all the awesome killboxes, I'm eager to start all over again and try to build my own evil killing mecanism. :-)
#15
So I'll put my wares and the first beacon right inside of the killbox next time.
Thanks alot for your explanations guys!