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Messages - Autocthon

#1
Quote from: dubwise56 on May 05, 2017, 06:46:35 AM
I just spammed a few thousand sections of pipes without any problems, it could be a specific cell that you are trying to build on that's fubar and making something else spaz out and cause the crash

That would make sense, however this is the second game I've ran into this problem. I started the new game to test if maybe I had a corrupt save or something. Last night after I posted here I pruned the plumbing on my base extensively and can now lay pipe with no issues again. I'm thinking  it may a limitation on my hardware to render that much pipe (which would be weird because my PC exceeds the specs on the game), or the game engine can't handle that much pipe, or there's a messed up cell, like you said.

I should mention I wanted an extensive mountain to build in so I used the lay rock 21x21 command a fair bit. Could that be the culprit? Oh and I'm using a map at the largest size.
#2
I can't say for certain but I think there is a limit on how much plumbing that can be layed. Granted I am using a lot of plumbing but past a certain point, just as I go to lay a length of pipe the game crashes straight to desktop, no freeze or pause just insta crash. So could I be right or could a mod conflict cause this?
#3
Quote from: your dad on April 29, 2017, 05:34:14 PM
Is there any way to get a new grimoire of the occult? Mine was burned down on my research bench, and re-investigating  the monolith doesn't do anything

I built some writing desks and my pawns wrote 5 or 6 Grimoires so far.
#4
Jecrell, could you possibly add the creature from the Dunwich Horror? You know the big barn sized one. Maybe make it a special event like how you find mechanoids sealed up in rooms in the vanilla game. Also, how about the 6 foot tall albino Penguins from At the Mountains of Madness for arctic biomes.
#5
Outdated / Re: [a16] war orphans
April 21, 2017, 02:33:18 AM
Quote from: Canute on April 21, 2017, 01:56:36 AM
No they are mechanoid animals. Or do you ever saw you can milk or shear any pawn ? :-)

keylocke,
please relocate the mod archive at the release branch !
Currently you have to download the whole master to get a .zip that include the .7z

Just add the mod to the end of my current modlist and geting errors i didn't got before, didn't even load the colony.
https://gist.github.com/c005125fb9d5f0cf1bce9bd7ece4b4d9

Oh so they're animals, cool I should still be able to sacrifice them then. Sounds like I'll have to wait for the kinks to be worked out though.
#6
Dingo, if I had a baby I would happily let you eat it. Your auto close events mod has saved my left mouse button as well as what's left of my sanity. If there were a Nobel mod prize you would win it in my books.
#7
Outdated / Re: [a16] war orphans
April 20, 2017, 11:23:25 PM
Wow this is kind of messed up. I'm going to try this when I get home. are they arrestable, I'd like to try sacrificing one of them to Dagon with the Rim of Madness Cultist mod.
#8
Quote from: Canute on April 19, 2017, 12:14:11 PM
Did you download and install the latest Alien Framework too ?

Well Damn, I was wondering if I needed Alien Framework too, but as I couldn't find anything in the Elder Things description stating it was needed  I never bothered. Thanks, that solves that headache.
#9
I've tried to install the Elder Things add on a few times now and I get the error message stating that I'm using the wrong version, at which point all of my mods get disabled. I'm downloading the Elder Things version from Patreon and I'm using the latest version of Rimworld. I've checked this topic to see if anyone had this issue as well and as far as I can tell I'm the only one, so does anyone know what could cause that to happen?
#10
Sadly I didn't get back into Rimworld until after the gods and heroes traits were removed. Could you possibly release them in an addon?

So I found the old version with the heroes and god traits on Steam and modified it for my own use, stripping out the traits that are already present in this version so as to avoid any conflicts or duplicate traits. It was surprisingly easy so If anyone is missing the gods and heroes traits it's not hard to whip up a version that will work with this version.
#11
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 06, 2016, 12:09:54 PM
I always breath a sigh of relief when I see this topic pop back onto the first page. Thank you for your diligence CCL team. As arduous as it is for those of us waiting on CCL, I'm sure it's doubly so for you guys developing it.
#12
Quote from: EdB on August 29, 2016, 03:13:23 AM
Updated to Alpha 15.

Thanks, that was really quick
#13
Quote from: biship on August 09, 2016, 05:51:20 AM
Nice and tidy - I like it. Now if only they increased the stack size...

I read somewhere recently that stack size is essentially hard coded into the game and can't be bypassed without breaking a whole lot of other variables. A mod author is working on it but it sounds really complicated.
#14
Outdated / Re: [A14] Colony Manager
August 05, 2016, 10:14:04 AM
Hi Fluffy

Sorry if you've answered this question before but, I've noticed the only folders available for DL on Githtub for this mod say "source code". Those are still the correct folders right? I noticed they have those Gitattribute and Gitignore files in them so I wondered if I had the right folder?
#15
Thanks for the latest update EdB, it sure is slick. i used to have minor issues with the GUI from time to time in the last version but they appear to be completely gone now.