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Messages - Simstu

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1
Help / Re: Hospitality guests and fertilizer/concrete
« on: September 10, 2020, 12:20:55 AM »
That would be the one I'm looking for. Don't you know how to do that?
Ideally that only ,,construction traders" (I have mod for more types) have them.

2
Help / Re: Hospitality guests and fertilizer/concrete
« on: September 09, 2020, 12:24:09 PM »
Thank you for at least this ,,solution".

3
Help / Re: Hospitality guests and fertilizer/concrete
« on: September 09, 2020, 11:09:38 AM »
Thanks, but this is the last option I want to get to.

4
Help / Hospitality guests and fertilizer/concrete
« on: September 08, 2020, 10:14:12 AM »
Hello there. I tried to ask the creators directly but to no avail.
My guests from Hospitality keep carrying around cement bags and fertilizer (from Ribenau) and thus cannot carry ,,normal" items to trade.
Can I somehow stop that? Rewrite some def pool which they choose their inventory from?
Thanks for any help.

5
Hi, still using 1.0, is there a way to somehow exclude concrete and fertilizer from ,,gift list" of Hospitality's guests? I'm tired of guests carrying bags of cement instead of normal stuff...

6
Releases / Re: [1.2.04] Hospitality (updated 06.09.2020)
« on: September 08, 2020, 12:28:35 AM »
You can disable that guest leave gifts at the mod options.
You still can trade the stuff from the guests, but at last they don't left anything when they leave.
Yeah, I know that but that doesn't solve my problem. I don't want a gunner to have a bag of cement in his inventory at all!  ;D

7
Releases / Re: [1.2.04] Hospitality (updated 06.09.2020)
« on: September 07, 2020, 02:58:45 PM »
Hi there! Just wanted to ask. Can I somehow restrict guests from bringing some stuff with them? I'm using concrete and fertilizer mods and those pawns which should be more or less on a ,,vacation" in my hotel are packing cement and fertilizer in their pockets... And also do not bring pretty much anything else to trade due to that. Can I fix it somehow, please?

8
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
« on: July 19, 2020, 03:59:26 PM »
Simstu,
maybe you should try to delete the config file.
At the option you got buttons for the saved data/logfile which should lead you to the Config folder.
Inside Config you should find DeepStorageMod.xml or .....DeepStorageMod.xml, just delete it.
Now try to modify the mod setting ingame and check if that file got newly created.

It could be a problem at your filesystem, that rimworld can't overwrite/modify the config file.
¨
This did the trick! Thanks for amazing mod (and quick help), mister! Can't imagine Rim without it. *tips hat*

9
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
« on: July 17, 2020, 10:45:53 AM »
You mean the 1.0.0.14 one? I can try that for sure.
I just thought that (when its 1.0 and 1.1 compatability) I can use the latest one.
EDIT: Tried both (latest 1.0 and latest 1.1) nothing worked.

10
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
« on: July 16, 2020, 05:24:53 PM »
What version of the mod are you using? Are you using the Steam version?

Do you know where your mod settings are stored? I would like to see the contents.

Note: I'm still on 1.0, if that helps...
Downloaded the latest Steam version yesterday.
Do you mean like these? Otherwise I don't know what to look for...

11
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
« on: July 15, 2020, 01:28:57 PM »
Hello there, I have a problem. When I set my mod settings to robots (you know, from 3rd to 2nd position/dot) it wont save and every time a load a save I have to set it again. Can you please help me somehow?
Great mod btw.
Appreciate it

12
Releases / Re: [1.1] Go Explore!
« on: June 24, 2020, 06:25:43 AM »
Hi there, maybe I'm just dumb or it's a mod mashup but when I kill all enemies on Prison camp and break the door of the cell nothing happens. I cannot even interact with the prisoners except for ,,arresting'' them. Tribal faction wants it to be destroyed so I think they won't send me the reward by pods... How can I get it then? When I form a caravan nothing happens either. Help please!

13
Releases / Re: [1.0] Medical IV's - Update 1.4.1
« on: April 25, 2020, 11:16:58 AM »
Hi, I know it's long time but still... I'm not capable of restricting what my pawns do put in those nutrition IVs. Is it supposed to work that way?

14
Releases / Re: [1.0] Simple Slavery
« on: April 02, 2020, 03:55:42 PM »
Hi, still playing 1.0 but can't emancipate slaves after enslavement. They just ,,joined'' as another colonist. Can someone help me?

15
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
« on: March 22, 2020, 08:15:20 AM »
Will try later in the day.

EDIT: Works fantastic! Thank you very much, partner!

Hats off to ya!
 ;)

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