Ludeon Forums

Ludeon Forums

  • November 21, 2019, 12:29:14 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

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.

Messages - rawrfisher

Pages: [1] 2 3 ... 38
Mods / Mystery error
« on: October 08, 2019, 04:16:00 AM »
Code: [Select]
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.KeyBindingDef.get_JustPressed () <0x00029>
at Verse.ScreenshotTaker.Update () <0x0003f>
at Verse.UIRoot.UIRootUpdate () <0x0001c>
at Verse.UIRoot_Entry.UIRootUpdate () <0x0001c>
at (wrapper dynamic-method) Verse.Root.Update_Patch1 (object) <0x0015b>

Verse.Log:Error(String, Boolean)

I've never seen an error like this and I have seen a good 500+ different types of errors
Update:  Its a repeating error and the share logs button disappears when I click it

Releases / Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
« on: October 07, 2019, 06:51:32 PM »
Hugs.  I ran into an issue where designating some silver with haul urgently caused my game to stutter so badly it nearly crashed.

Releases / Re: Short Range Transport Ships Expanded (SRTS)
« on: October 04, 2019, 02:29:31 AM »
Could ya add a description on how to add your own ships?
If you did I may have missed it

Mods / Re: mod recomendations
« on: October 03, 2019, 07:16:07 PM »
Just look at the mods you use the most and only load them then go from there.
I struggle with the same issue and it leads to alot of issues

Mods / Trying to track down a mod
« on: October 01, 2019, 11:26:02 PM »
I remember a mod from a while ago that let trees grow anywhere there was diggable terrain and sped up the growth/spread of grass.
Cant remember what it was called but it would be nice to have it again so my maps dont constantly look like a toxic fallout just ended.

Releases / Re: [1.0] A RimWorld of Magic
« on: September 30, 2019, 01:39:02 AM »
Would you ever consider adding an option to allow autocasting of healing spells on tamed animals and prisoners?

Pointless Raging:
I have had to fight with my priest and druid during and after every raid when I tell them to rescue a downed colonist and they just go autocast heal/regen then buzz off and do something different.  It angers me quite a bit losing a lv 16+ gunner/melee cause my colonist chooses to heal somone with a cut and ignore an order I give. 
Getting sick of druids not autocasting cure disease on infactions/food posioning.  This is likley just a conflict with my list and not worth looking at but still

Random suggestions:
A class that can summon/control golems.
A class that can summon makeshift mechanoids or take control of enemy mechanoids

Compatability note:
The raise undead does not train in the kill command when using the mod kill for me.   Not a big deal but just making a note of that.

Releases / Re: [1.0] ED-Prometheus - - (2019-01-20)
« on: July 15, 2019, 08:56:32 AM »
@Jaxxa Can we get a quick rundown on the status of the mod?

Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 30, 2019, 04:55:58 PM »
Gonna play through a colony normally to try it this time around.  The sheer amount of activity did cause my rig to stutter. 

I never noticed the apparel bug but apparently I been getting hit by it this whole time XD

Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 28, 2019, 11:26:17 PM »
Who knows..  They attacked me and my mortars wanted to have words with em.
This was just a test map using a blueprint of my endgame sea ice base.

Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 28, 2019, 04:33:44 PM »
I'll do one on a test map and see how it works.  Just hope its more of a challange then my daily raid on merciless mode

Edit:  Almost good enough to challange my endgame base

Any news about future updates?

Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 27, 2019, 06:10:26 PM »
So how does the town charter work?  Kinda deciding if its worth the time to go for.

Unfinished / Re: [1.0] Starcraft in the Rim
« on: May 27, 2019, 03:44:30 PM »
I dont mind if it looks wonky I just need something to challange a 30+ solder colony hidden behind 3 block thick sandbags with barbed wire and pitfalls in front

Lol yea

Gonna have fun if if I could remember the name of that mod and if it was updated to 1.0
If I was able to I would add ??? above the wolf's head.  Hacked wolf no UI for it

Pages: [1] 2 3 ... 38