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Messages - fatm3l

Pages: [1] 2 3 4
1
General Discussion / Re: Exclude equipped items from trade
« on: February 26, 2019, 02:10:20 AM »
Thanks for reply. Before 1.0 i was using a mod that do this trick to exclude the equipped gears. But i forgot the name and now i cant find it.

I will try your suggeation

2
General Discussion / Exclude equipped items from trade
« on: February 25, 2019, 11:42:08 PM »
Hi guys, I just want to ask if there is a way to exclude equipped items, like weapons and ammunition from trade. Because every time I visit other colonies to trade, sometime I also sells all my equipped items.

3
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
« on: July 31, 2018, 05:03:43 AM »
i just encountered infested ship chunks event, the insects that spawn in the chunks just dont attack me even im butchering them, then the BIG problem is the chunks cant be destroyed or killed... i tried DEBUG to destroy but it gives an error

4
Releases / Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
« on: July 30, 2018, 11:24:18 AM »
Is this mod safe to add to an existing save game?

5
@mehni thanks for the reply im going to try it, this looks really great mod.

6
Releases / Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
« on: July 30, 2018, 02:53:14 AM »
Im having problem with installing Fluffy Breakdown. i tried both version 2.1.22 and 2.2.25 but it gives the same error. Here is the logs

Fluffy Breakdowns v2.1.22 (1.0.1937)

Quote
ReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.


Fluffy Breakdowns v2.2.25 (1.0.1970)

Quote
ReflectionTypeLoadException getting types in assembly Fluffy_Breakdowns: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'Fluffy_Breakdowns.JobDriver_Maintenance' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass3_0' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<MakeNewToils>d__3' from assembly 'Fluffy_Breakdowns, Version=2.1.22.0, Culture=neutral, PublicKeyToken=null'.

7
Is the more faction interaction save friendly?

8
Outdated / Re: [A17] Improved Surgery
« on: December 12, 2017, 11:25:36 AM »
Update b18 plss

9
Outdated / Re: [A17] 20th Century Weapons Mod (20CWМ) v4.0
« on: December 10, 2017, 10:52:02 AM »
I updated this mod but i rebalance some weapons. Im using it right now. Just tell me if you guys wanna try it ill post here

10
Outdated / Re: [B18] Custom Death Randomness
« on: December 08, 2017, 07:59:13 AM »
No file

11
Yeaahh CE should be a part of the game. Its much better than the vanilla combat system

12
I just raided by a sappers. In my first defense they actually really strong vs my 10 tribesmen -2 because 2 of my colonist are incapable. I lost on my first attmpt to def because i rush into them. But their first snipre shot actually killed my samantha my best shooter. Its a total lose. I load and wait for them to attack but they didnt attack until they feel hungry and had to retreat "they give up". Wtf they actually really steong 3 sniper rifle and have machine pistols and shotguns they are 11 maybe

13
Ahh i see your point. Because its not that really strong against powered armors and ballistic shields.

14
I suggest to add other raw resources to the armor-penetrating bullet recipes and add more steel to make it balance

15
I will remove this mod once high caliber is update

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