Ludeon Forums

Ludeon Forums

  • April 17, 2021, 07:20:22 PM
  • 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 ... 39
1
Mods / Re: Mod Request: Insect's Not edible
« on: March 15, 2021, 05:22:57 PM »
I never considered that since I avoid maps where insect hives spawn naturally like they are the bubonic pluage but I somtimes just sit and watch insects while my pawns do their thing.  I've noticed on several occasions that when the insects eat some forbidden jelly it unforbids the jelly.  When I catch it I forbid it again but if it happens while I'm not paying attention or away thats when the problems start

2
Mods / Re: Mod Request: Insect's Not edible
« on: March 14, 2021, 01:42:20 PM »
Initially yes however for me the insects always unforbid it when they eat it.  Canute's suggestion does work but its just another in a long list of things I gotta remember to do at the start of every colony.

3
Mod bugs / Unable to load saves if mods changed: Mismatch screen error
« on: March 13, 2021, 08:10:52 PM »
https://gist.github.com/4268496b4088bdd324f83883027fe148

If I change the modlist at all the save cant be loaded.  Would love to know which mods are conflicting so I can remove one of em
Relevent error should be at bottom.


4
Mods / Mod Request: Insect's Not edible
« on: March 08, 2021, 03:41:43 AM »
I'm quite tired of my colonists going after insect jelly and getting jumped while I'm either offscreen or just not watching every one of them like a hawk. I've had several instances where a pawn was killed over the jelly when I didn't even know there was a hive on the map.

5
Is it normal for it to hang for a couple seconds then run a bunch of text and close without confirmation of any kind?

6
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: January 25, 2020, 12:33:02 PM »
I should have clicked on one of the pawns.  I'll make sure to do that next time they come visiting. 

7
Unfinished / Re: [1.0] Prison Labor
« on: January 22, 2020, 06:02:36 AM »
https://gist.github.com/d94f86736cfe4bc1abe4b10f9ead182c

Umm is there any suggestion of which mod is breaking the worktab in this log?


Edit: after testing something that came to mind it turned out that deleating the pawn named kali fixed the worktab

8
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: January 20, 2020, 04:09:23 PM »
Finally upset the FBI and this is the end result.

9
Releases / Re: [1.0] Locks
« on: January 20, 2020, 07:35:49 AM »
Not sure if you covered this but robots from Misc robots/++ cannot go through doors that have an owner assigned.
I wanna be able to have the robots pass though but not animals since my animals always eat my packaged survival meals/other non spoiling meals.  Currently I'm getting around the issue by using areas.

10
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)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

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

11
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.

12
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

13
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

14
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.

15
Releases / Re: [1.0] A RimWorld of Magic
« on: September 30, 2019, 01:39:02 AM »
@Torran
Question:
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.

Pages: [1] 2 3 ... 39