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Messages - Delmain

#1
Quote from: teknotel on December 23, 2016, 12:32:48 PM
Hey do you know anything about workstations being paused? Dont know if its anything to do with this mod or not as I have never seen it before.

My stone cutters were both paused even though they had not filled there build until quota, I deleted both tasks and imported the saved bill and it worked....

No idea why they were paused, sorry if i am being a noob just thought I would ask here. Thanks for any help.
Pausing (As opposed to suspending) is almost certainly Crafting Hysteris or Enhanced Crafting
#2
Quote from: Orion on December 21, 2016, 05:33:40 AM
I will update it, but due to the many changes at once (yay huge alphas) it will take some significant time.
To make things worse my computer broke and I can't even get started.

Awesome, thanks dude! I love Hospitality.

I see how it could be a ridiculous amount of work with all the changes to factions with the new world map stuff.
#3
Outdated / Re: [A16] FloorBeautyRebalance
December 22, 2016, 01:29:43 AM
The mod reduces the work for smoothed stone floors
#4
You mention the mods are available on Steam, but then don't link to them, =P

You can't expect a guy to manually search for things, come on!
#5
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
December 21, 2016, 06:23:55 PM
Yeah Hugs Lib used to be something that was included with mods, but the author changed it to be something like CCL where you had to install this Lib mod separately.

A few mod authors have had problems with it.
#6
Outdated / Re: [A15/A16] Enhanced Crafting
December 21, 2016, 02:51:09 AM
Just a quick thing, the links in the OP for the Steam Workshop are backwards. The A15 line links to the A16 Workshop item and vice versa for the A16 line.

Love the mod, thanks!
#7
Quote from: Love on December 17, 2016, 10:08:07 PM
Hello everyone. Zhentar was kind enough to code a new mod for turning off skill degredation that does not rely on map components whatsoever. He said he was busy so he asked me to post it up.

<<link>>

It is for A16, of course.

This is... super shifty. Why wouldn't there be a thread for this?
#8
Outdated / Re: [A15] Animal Hoods
November 19, 2016, 06:30:46 PM
Oh shit, those hoods look cool as hell!
#9
Quote from: dismar on August 01, 2016, 08:02:54 PM
Quote from: SecularJesus on August 01, 2016, 07:54:18 PM
Something I just noticed, something changed the tofu from the vegetables to the meats.  All tofu I originally had was bugged and error-ed up, I had to get my colonists to drop any they had and use debug to destroy all tofu on map.  However, NEW tofu that is made has no error and works just fine.  It's now under meats, could that be the problem?

SOOOOOOOOOOO sorry i'm late to this conversion I did find out that OLD save game Tofu and New Tofu hate each other sooo much. The change was in the last up date to Tofu/Polenta changing them from a resource to a proper meal that rots/spoils. I was a bug from the alpha 14 changes in meal. The best way to fix it is to destroy all the old tofu/polenta even stuff stored in the inventories using the debug destroy tool. Then your can add it back into the game using debug or just make new after ALL old is gone.

I have been testing the crap out of this but I'm very busy this week at work.

So GUYS!

This is where I was trying to reproduce. I was fairly certain it had to do with Tofu because all my pawns that had the error were holding Tofu and (presumably), trying to eat it.

Thanks for figuring it out!
#10
I'd been playing all day today (with a host of mods) without any problems, but I took a break about 2 hours ago and when I load in now I get tons of NullReferenceExceptions in some CCL code that I think is from the recent Vegetable Garden update. Debug log screen shot below.

http://steamcommunity.com/sharedfiles/filedetails/?id=735410644

I'm going to try to recreate this now on a clean map (only CCL + Vegetable Garden), but it's going take a bit, and from the log and the update timing, it seems likely related. Do you have any idea what might have happened?
#11
Looks like something is broken in regards to MCM? As soon as I click on Work Tab or Relations Tab menus in MCM, I get the exception log and have to close Rimworld to escape.

http://steamcommunity.com/sharedfiles/filedetails/?id=731018014
#12
Can I feature request in here?

How annoying would it be to add the allowed medicine level to the Animals tab?
#13
I just tested all three versions of the mod by updating the targetVersion to 0.14.1230 in the About.xml. All three appear to work properly. The tiered one was a bitch to get to test, since I wanted to make sure it didn't error out when it hit 1%, but nope, everything looks good.
#14
Same, I had to add a <targetVersion>0.14.1230</targetVersion> to the About.xml to get it to load at all, but once it did, I didn't have any problems.

The only component I've used was the Vein Miner, but I've used it a lot and it hasn't crashed yet.
#15
Outdated / Re: [A14] Colony Manager
July 15, 2016, 10:50:30 PM
Quote from: Fluffy (l2032) on July 15, 2016, 04:38:25 PM
Updated for A14. Also, it's on the workshop, yay!

Ah, awesome, so this item is you?

http://steamcommunity.com/sharedfiles/filedetails/?id=715565262