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Messages - Falcon24

#1
Releases / Re: [A16] SeedsPlease!
December 24, 2016, 10:24:16 AM
Is this mod on Steam Workshop? And if not, will it be?

I've been a fan of this mod as it's progressed through the alphas. Thank you for continuing it!
#2
Hello Fluffy!

Love your mods, and this one is especially great. I've been trying the Beta version, and ran into something i couldn't figure out. When using the detailed work priorities view, I couldn't seem to get my pawns to do the Manage work type, from Colony Manager. It worked in the simple view, but I couldn't seem to get it in the detailed one. I probably just skipped over the job type that did it, since there are so many.  :P

Looking forward to your reply!
#3
Quote from: Fluffy (l2032) on September 19, 2015, 05:07:51 PM
After not finding any reason why this should happen, I consulted my modding overlords (the people on the modding slack). Their response:

Known issue fluffy, opening the mod menu makes weird things happen

and

Why do people insist on even loading the mod screen if they dont feel like restarting RW

So I'm putting this one down as core behaviour, if it bothers you too much you should probably bug Tynan about it ;).

Haha, fair enough. Thanks for looking into it!  :)
#4
This mod has become a part of my core group of mods! Can't wait to see what future plans you have! :)
I do have a bug report though. Anytime the mod load order changes (including adding a new mod) after having loaded a colony, the icons in the Animals tab disappear. Restarting RimWorld fixes this. This occurred with the latest version of the mod (just downloaded it) and was consistently reproduced. Changing the order or adding mods before loading a colony doesn't have this issue. Thanks!
#5
Releases / Re: [A12d][MODLIST] FSM - Medical Info
September 19, 2015, 04:38:26 PM
Love the mods, keep them comin! :D
#6
Outdated / Re: [A12d] Community Core Library (v0.12.2)
September 13, 2015, 04:05:42 PM
Quote from: 1000101 on September 13, 2015, 02:49:51 PM

I would need to know more like your mods config and output log.

Also, have to tried a new world + colony to make sure everything works correctly?

I've attached the ModsConfig.xml and output_log.txt.
I have created new worlds and colonies, and everything appears to work correctly. Nothing seems out of place. I do notice that other parts of the vanilla tweaks work, such as the power draw reduction. I appreciate your help, although if the researches are the only things not working as fully intended, it won't bother me much.  ;)

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#7
Outdated / Re: [A12d] Community Core Library (v0.12.2)
September 13, 2015, 10:11:12 AM
Quote from: 1000101 on September 12, 2015, 05:04:26 PM
I was on the fence about that.

You can edit the xml to remove that entry.  Completely delete lines 24-42 of:
/Mods/Community Core Library - Vanilla Tweaks/Defs/AdvancedResearchDefs/AdvancedResearch_Plants.xml

If you remove the whole file, it will also remove the Brewing requirement to grow hops.

If enough people want it gone (like, one more person ;) ), I'll remove that completely for the next release.

I have the options to grow both of these plants from the beginning. Am I doing something wrong? I have CCL directly after Core, and CCL - Vanilla Tweaks right after that. I can see the requirements in the .xml file, but they don't appear to be making any effect. Thanks!
#8
I don't think the "Air Circulation" research unlocks anything. It appears the active vents and smart duct outlets are available from the beginning of a new colony. I looked at the defs, and didn't notice a research requirement for them.
Love the mod!
#9
Quote from: Dude1925 on August 26, 2015, 04:39:33 PM
I read that Droids doesn't work, but does anyone else have problems with the Manufacturing module? In my case I can't build the control console.

I'm getting a ReflectionTypeLoadException relating to the ControlConsole. I just noticed it after updating the MD2 Base.


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#10
How do you get unfertilized eggs then? I noticed the stockpiles have a fertilized and unfertilized egg item. Can only chickens produce them? Thanks!
#11
Quote from: EdB on August 21, 2015, 05:54:18 PM
Looks like my weekend just got ruined.

Don't give up your weekend to update if you don't want to :) We realize you have stuff IRL, and it should come before updating mods. We'll wait patiently, but look forward to the updates!
#12
General Discussion / Re: Prisoner recruiting?
August 22, 2015, 01:17:23 PM
Thanks pestilenz!
#13
General Discussion / Prisoner recruiting?
August 22, 2015, 12:42:11 PM
I have a prisoner with a difficulty of 99, but every time I try to recruit, it says 0% chance. My wardens have a skill of at least 10. Is there something I'm missing?