I've successfully edited my scenario but when I load the game it generates all of the events that would have happened over the last three years. Is there a setting in the save file that I need to fix so this doesn't happen? Thank you for your help!
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.
Pages1 2
#2
Releases / Re: [A17][MODLIST] Glitter Tech
July 09, 2017, 08:12:21 AM
How are you supposed to get the Speed Skin Suit? I remember being able to find them in A16 but since getting A17 I haven't seen a single one.
#3
Bugs / Can't pay for Ransom?
June 06, 2017, 07:57:59 AM
This picture shows the cost of the ransom and more than enough silver outside, in a stockpile, with a trade beacon. Any idea why I can't do this?
https://gyazo.com/450589cab8e8679bbff2ee36b3323b1e
Edit. Nevermind, I have two "colonies" one is completely empty and that's the one they want to ransom to. Maybe ransoms are to the group, not the specific town?
https://gyazo.com/450589cab8e8679bbff2ee36b3323b1e
Edit. Nevermind, I have two "colonies" one is completely empty and that's the one they want to ransom to. Maybe ransoms are to the group, not the specific town?
#4
Help / Re: Working on my own mod now! I still suck though...
October 18, 2016, 08:43:12 AM
So this would be why I can't find a cabinets mod out there even if outdated. Because you'd have to overwrite every damn production table, right?
#5
Help / Re: Working on my own mod now! I still suck though...
October 18, 2016, 08:11:01 AM
Is there a way to add a new linkableFacility to a vanilla building without breaking other mods that change that building?
#6
Help / Re: Working on my own mod now! I still suck though...
October 17, 2016, 04:21:08 PM
So, it turns out that I did want multi because there's two textures for the tool cabinet, one for the 1x2 position, and one for the 2x1 position. Got it figured out though! Time to see if I can change the color at all
#7
Help / Re: Working on my own mod now! I still suck though...
October 17, 2016, 03:53:20 PM
Okay! Thank you very much, I'll look into the rotatable tag and see if I can figure this out properly.
#8
Help / Re: Working on my own mod now! I still suck though...
October 17, 2016, 03:13:59 PM
I'm obviously not positive on what multi vs. single does but I had the feeling that since there's a front and side view of the cabinet that I would need to use multi, is that not the case?
#9
Help / Re: Working on my own mod now! I still suck though...
October 17, 2016, 02:59:12 PM
The thingDef error has disappeared, not sure what the fix might be for the graphical one though :/
#10
Help / "Mod List Saves"?
October 17, 2016, 01:25:13 PM
So, I wasn't really sure what to call this concept or the thread so you might be confused. But I was wondering if there was a way to have different instances of Rimworld that don't run off the same mod list. When I want to work on creating mods and enable the custom ones, all the ones I've downloaded and am playing with in the Steam version are disabled. Is there a way to let me have the mods I play with and the mods I work on separate and both activated?
#11
Help / Re: Working on my own mod now! I still suck though...
October 17, 2016, 01:20:17 PM
So I copied the abstract base from the SimpleBlock tutorial file which doesn't have the thingClass, that's why I didn't have it.
#12
Help / Re: Working on my own mod now! I still suck though...
October 17, 2016, 03:51:49 AM
That link is broken just FYI, at least I can't get it. Thing is about the class though, I copy pasted from the vanilla ToolCabinet part and didn't remove anything, just changed values. Is there a resource somewhere that helps me with understanding what the different errors are? I don't want to have to pester you nice folks here on the forums. I do have a texture and I checked the spelling and path this time around. Doesn't look to be messed up (even though I'm currently exhausted)
#13
Help / Working on my own mod now! I still suck though...
October 17, 2016, 02:28:53 AM
I'm trying to make different variations of tool cabinets and different buildings that function the same way but for different skill modifiers. Obviously I came across some bugs, this is a test version so that I know what I'm doing with the rest of the buildings I want to make.
Error Log: https://gyazo.com/1fa24b786e0c319dbb722aa2ad6b569a
XML Sheet: http://pastebin.com/GbwG6MqC
Any help would be awesome, thank you!
Error Log: https://gyazo.com/1fa24b786e0c319dbb722aa2ad6b569a
XML Sheet: http://pastebin.com/GbwG6MqC
Any help would be awesome, thank you!
#14
Ideas / Re: Detach Prosthetics from Dead Pawns
October 15, 2016, 06:04:44 PMQuote from: nccvoyager on October 15, 2016, 05:54:00 PM
Indeed, you can remove bionics from captured pawns, without any penalty.
Requiring research per type of bionic, and a pawn with high medical, crafting, and research, before you can remove bionics from a dead pawn would help increase the availability of bionics without removing the difficulty in actually getting them.
But, what do I know...
I really like this idea! Good thought!
#15
Ideas / Re: Detach Prosthetics from Dead Pawns
October 15, 2016, 04:43:50 PM
I don't know it it's a mod I use like EPOE but I know I can already take off bionics off prisoners. In response to it being bound to the body, again, might be a mod, but I can take them off my colonists so that doesn't make sense I couldn't do it to a hostile or even dead guy.
Pages1 2