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Messages - MasterBabble

#1
Ideas / Re: Your Cheapest Ideas
September 10, 2021, 01:23:14 AM
Create pre built options for clothing profiles for noble clothing requirments: as in create a pre-set option in the clothing assignment menu  for each noble title that only allows the required clothing for that title. If it could auto-capture requirements added by mods too that would be great. just a little qol thing. Thank you!
#2
Love your work! I use most of your mods, they are awesome, and work well.

I recently got back into RimWorld and Werewolfs mod is throwing an error when I load it:

FactionDef ROM_WerewolfClan must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' must be set to true. This is a misconfiguration in Rim of Madness - Werewolves.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckFactionDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.ModBaseHospitality:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

#3
Mods / missing limestone HALP!
October 19, 2018, 05:53:22 PM
Finally got everything updated and working, but just noticed that when I load my game up all the limestone, the mountains, not the chunks are missing from the map. Just blank rough stone. This is just a shot in the dark to see if anyone knows the culprit mod off the top of their heads, I really don't feel like going through another hour or two of loading and reloading the game to see which mod is doing the dead.
#4
Releases / Re: [A18] SimpleSidearms (1.2.2)
December 14, 2017, 11:53:24 AM
I too am having the pawns not switching to their melee weapons problem, they just switch to unarmed melee.
I have tried changing the melee weapon speed bias from 0.1 to 100, and many values in between. I haven't thoroughly tested the slider in dev mode or anything, just pushing it up and down when I remember in game.
Also this slider input is a little weird as I can not input values less then one directly without first copy pasting from the ranged slider's value number that includes the decimal, then selectively adding and deleting digits, being careful to keep a value > 0 after the decimal or else the decimal disappears. This isn't a huge problem, however I fear that there may be some problem in the mod actually reading the value in the box that stems from some faulty code surrounding the box input or something. I'm not a coder or anything, so I don't really know, just a huge fan of you modders!
#5
Releases / Re: [B18] Psychology (2017-12-3)
December 11, 2017, 06:25:44 PM
Quote from: Linq on December 08, 2017, 04:27:16 PM
Update your 7zip.

Yup fixed it, thank you!
#6
Releases / Re: [B18] Psychology (2017-12-3)
December 08, 2017, 03:21:03 PM
Hi love this mod, I'm also having a problem with the nexus download.
7-zip
"Can not open file 'C:\Users\Erik\Downloads\Psychology2017-12-3.rar-161-17-12-3.rar' as archive"

Thanks
#7
General Discussion / Hey Tynan!
November 26, 2017, 02:14:01 PM
Caves are awesome!

~Babble
#8
Hey had an idea, could you make bionics, specifically installed AI susceptible to EMP? Like it would put them in to stun, or knock them out, further it would be cool if EMP would render bionics in other parts of the body useless. Love the mod, thanks for the work!
#9
Ideas / Re: Your Cheapest Ideas
May 17, 2017, 11:26:34 AM
Two new events

Hibernating Bear - During the winter, If your colonists begin mining an edge cell to a mountain/ hill there is a chance that one man hunting bear will spawn. As if your colonists stumbled across a hibernating bear and woke it. Maybe tied to discovering one of those open areas inside a hill.

Traveling doctor - A pawn with medium to high skill in medicine visits your colony for a time and will perform any surgery/ doctoring bills.