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Messages - DFC

#1
I updated to the 0.1 from the previous one, old save files would no longer work. I have attached the output log

EDIT: I have tried using only DESurgeries from 0.1 with older files from beta, seem to be able to work now.

[attachment deleted by admin - too old]
#2
Quote from: dismar on June 10, 2016, 01:00:41 AM
Veg Garden 3.6b release!

Balances and Fixes.
-Recipes were fixed.
-Crops re-balanced from the change in length of day in a13.
-Different bugs found on the last few pages fixed :)

As always upgrading old saves at your own risk. Please delete old version completely before installing new versions. Let me know!

Upgraded off 3.6b on existing colony. Everything still not on fire yet, it seems to work fine. Also, the bowl of stew is pretty good for the amount of inputs it takes and how early it is unlocked.
#3
Quote from: Diana Winters on June 09, 2016, 07:08:31 PM
Quote from: DFC on June 09, 2016, 03:30:36 PM
1.13c is still broken. People are still going missing despite leaving the map.
Did you make a new world and colony?

I forgot to mention I updated an existing colony. I started my colony on 1.13b then downgraded to 1.11c and updated to 1.13c. All with new folders and only 1 version of the mod loaded at once of course.

EDIT: Changed the load order around seem to no longer have missing people issues
#4
1.13c is still broken. People are still going missing despite leaving the map.
#5
Someone on Reddit also proposed that Glitter Tech (for me it was the latest) version is causing the problem. I disabled it and the walls now work as intended. I think it is most probably that Glitter Tech must have a some dependency for walls or something that conflicts with CR.
#6
Quote from: 1000101 on June 04, 2016, 02:22:51 PM
Log file.  Make sure you post it.  Not a screen shot of the debug window.  The log file itself.

You mean this log?

[attachment deleted by admin - too old]
#7
I have been having some trouble with walls not supporting roofs and light passing through them.
Here is an image showing both errors.
http://i.imgur.com/joXh9O0.jpg
Here is the list of mods I have.
<mods>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>EdBModOrder</li>
<li>CombatRealism</li>
<li>CombatRealism Defence</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_Objects</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_Robots_Xtension</li>
<li>Miscellaneous_TrainingFacility</li>
<li>More Factions Spawn</li>
<li>More Furniture</li>
<li>MoreSunLamps</li>
<li>kNumbers-0.4.3.1-A13</li>
<li>Organthoughts</li>
<li>RTFTJ</li>
<li>RW_PawnBar-0.13.0.1</li>
<li>RW_A2B</li>
<li>RW_A2B_Selector</li>
<li>RW_A2B_Teleport</li>
<li>CorePanda v13.3</li>
<li>Corpse-Fired Generator v1.04</li>
<li>CombatRealism EPOE</li>
<li>DefenceShield-DefenceShield1.4</li>
<li>DermalRegenerator-DermalRegenerator1.5</li>
<li>Dwarven Crafts v1.01</li>
<li>EdBPrepareCarefully</li>
<li>ED-LaserDrill</li>
<li>ED-PersonalNanoShields</li>
<li>ED-ReinforcedStuff</li>
<li>ED-Shields</li>
<li>ED-Shields-CR</li>
<li>Additional Joy Objects v3.21</li>
<li>AdditionalLighting-AdditionalLighting1.6</li>
<li>American Civil War Weapons</li>
<li>Ancient Amulets v1.21</li>
<li>RW_AreaUnlocker-0.13.0.1</li>
<li>BatteriesStuffed-BatteriesStuffed-1.3</li>
<li>BetterCoolers-BetterCoolers1.1</li>
<li>BetterVents-BetterVents1.1</li>
<li>BlastingCharges-BlastingCharges1.2</li>
<li>RW_Blueprints-0.13.0.1</li>
<li>BrainMod v1.11</li>
<li>RW_Manager-0.13.0.3</li>
<li>CTS</li>
<li>cupros Alloys v1.02</li>
<li>RW_EnhancedTabs-0.13.0.1</li>
<li>Expanded Power v1.12</li>
<li>ExtendedStorage-ExtendedStorage1.5</li>
<li>Extra Floors v1.15</li>
<li>FloorLights</li>
<li>RW_FluffyRelations-0.13.1.2</li>
<li>GlitterTech</li>
<li>Grindstone</li>
<li>Heavy defences mod</li>
<li>High Caliber</li>
<li>High Caliber (Combat Realism Patch)</li>
<li>Hospitality</li>
<li>Industrialisation</li>
<li>LT_ADogSaid</li>
<li>M&Co. AlertSpeaker</li>
<li>M&Co. ForceField</li>
<li>M&Co. LaserFence</li>
<li>M&Co. MiningHelmet</li>
<li>Mad Skills</li>
<li>MechanicalDefence2</li>
<li>ED-MoreVanillaTurrets</li>
<li>NaturalFloors-NaturalFloors1.1</li>
<li>PersonalShieldMKII-PersonalShieldMKII1.3</li>
<li>PowerArmourMKII-PowerArmourMKII1.4</li>
<li>PowerCell-PowerCell1.3</li>
<li>Powerless! v2.20</li>
<li>PowerSwitch</li>
<li>Quarry v1.31</li>
<li>ReclaimFabric-ReclaimFabric1.1</li>
<li>Recycle</li>
<li>RimPharma v2.23</li>
<li>Rimsenal</li>
<li>Rimsenal_Federation</li>
<li>Rimsenal_Security</li>
<li>RoofSupportGuide_Tool</li>
<li>RT_QuantumStorage-A13-1.0.2</li>
<li>RT_SolarFlareShield-A13-1.0.2</li>
<li>SkilledBuilderOn</li>
<li>SmallSolarsStuffed-SmallSolarsStuffed-1.4</li>
<li>Soda Brewing v1.70</li>
<li>RW_MedicalInfo-0.13.0.1</li>
<li>Mending</li>
<li>TilledSoil</li>
<li>ThermalsStuffed-ThermalsStuffed-1.3</li>
<li>TRCaravans</li>
<li>Turret Collection</li>
<li>Vegetable Garden v3.6a</li>
<li>VeinMiner</li>
<li>World Wars Weapons CRP</li>
<li>ZenGarden v1.30</li>
<li>DESurgeries</li>
<li>ADDON_Soda Garden v13</li>
<li>BamPow</li>
<li>Biome-Ocean</li>
<li>CampfireParty</li>
<li>CaveworldFlora</li>
<li>FishIndustry</li>
<li>ED-Plant24H</li>
<li>Rimfire 2.1 preview for CombatRealism-1.6.4</li>
<li>Dont Mourn The Dead</li>
<li>Modular Tables</li>
<li>Unifier</li>
<li>ED-SubspaceTransponder</li>
</mods>
I have looked through the xml files for the <holdsRoof> and <blockLight> for the walls and it is both true which confuses me
#8
I tried adding the damage data but it still doesn't seem to work. Rooms are not divided by the doors
#9
Just a suggestion, perhaps the mechanical wall can have a version that uses uranium on build that doesn't consume power.

Also perhaps it would be good to think of breaking up the mod into their individual modules.
#10
Is the taser/stun gun supposed to be killing so often? It seems like I am killing more people than I am incapacitating.
#11
I have a request for a single cell fridge (1stack), this would be very useful in distributing meals throughout a large colony. I tried modifying the new freezer chest but it is a huge waste of the 2 cells stacking function as I do not want huge stacks of food in non-central areas.
#12
I can't seem to be able to craft the stun guns and beanbag shotgun on the machining table but I can see the tazer on the smithy, am I doing something wrong or is this intended? I looked into the files and see that the stungun/shotgun both has material costs and I might be missing on something
#13
Quote from: cuproPanda on May 11, 2016, 05:47:25 PM
Quote from: ferriocious on May 11, 2016, 04:53:51 PM
SodaBrewing causes Hospitality to fail. Guests that have been rescued do not have a pawn.timetable, so SodaBrewing.ThinkNode_ConditionalTired throws an exception on every tick (I think) for every such guest and prevents the guests from doing anything. They just stand and collapse eventually.

I just disabled the timetable check if it doesn't exist and it seems to work.

Sorry if it's been already mentioned, I didn't scroll through all 22 pages..
I already managed to stumble across that while updating, so it will be fixed in the new version coming out in a few days. Sorry about that!

Quote from: JackeryFox on May 11, 2016, 05:33:44 PM
Just a small request for some new items for the additional joy objects; Bathroom stuff such as toilets, showers, sinks, baths.
I don't have any plans on adding new features to that mod for a while, but I'll keep it in mind. CorePanda has a basic sink, but if I add full bathroom features, I'd want to do it right - Sims style, with a bladder need and a cleanliness subneed.

May please I ask how to disable the timetables for my v1.60, I got an existing colony that I would like to fix without having to update and restart.
#14
"OH GOD I KILLED MY AUNTIE, HALF MY FAMILY, THE HABSBURG AND NOW I AM GOING TO KILL MY KIDS" must be what is going through the mind of my colonist right before they broke from the tremendous mood debuffs from using this mod.
#15
How can I output a list of mod into text. I used my own way to output the mod list but if theres any way to do it with load order thats less troublesome please say so.
c:\Win\Mods\American Civil War Weapons\
c:\Win\Mods\BatteriesStuffed-BatteriesStuffed-1.3\
c:\Win\Mods\Community Core Library\
c:\Win\Mods\Core\
c:\Win\Mods\DermalRegenerator-DermalRegenerator1.5\
c:\Win\Mods\DESurgeries\
c:\Win\Mods\EdBModOrder\
c:\Win\Mods\EdBPrepareCarefully\
c:\Win\Mods\Embrasures-Embrasures1.4\
c:\Win\Mods\ExtendedStorage-ExtendedStorage1.4\
c:\Win\Mods\FloorLights\
c:\Win\Mods\GlitterTech\
c:\Win\Mods\Grindstone\
c:\Win\Mods\HaulPriorityLiteNoUnforbid\
c:\Win\Mods\High Caliber\
c:\Win\Mods\kNumbers-0.4.1-A13\
c:\Win\Mods\LT_ADogSaid\
c:\Win\Mods\Mad Skills\
c:\Win\Mods\MapReroll\
c:\Win\Mods\Mending\
c:\Win\Mods\More Factions Spawn\
c:\Win\Mods\MoreSunLamps\
c:\Win\Mods\NaturalFloors-NaturalFloors1.1\
c:\Win\Mods\PowerCell-PowerCell1.3\
c:\Win\Mods\PowerSwitch\
c:\Win\Mods\ReclaimFabric-ReclaimFabric1.1\
c:\Win\Mods\Recycle\
c:\Win\Mods\Rimfire 2.0\
c:\Win\Mods\RoofSupportGuide_Tool\
c:\Win\Mods\RTFTJ\
c:\Win\Mods\RW_EnhancedTabs-0.13.0.1\
c:\Win\Mods\RW_Manager-0.13.0.3\
c:\Win\Mods\RWAutoSell\
c:\Win\Mods\SmallSolarsStuffed-SmallSolarsStuffed-1.4\
c:\Win\Mods\ThermalsStuffed-ThermalsStuffed-1.3\
c:\Win\Mods\TilledSoil\
c:\Win\Mods\Vegetable Garden v3.6\
c:\Win\Mods\VeinMiner\
c:\Win\Mods\World Wars Weapons\
c:\Win\Mods\USCM\