Quote from: tsmt1001 on April 20, 2020, 09:25:20 PMYes, draft the boat and select a location at the very edge of the map. If the first location doesn't work, try another, eventually the boat will leave the map and you'll get the notice that the caravan is proceeding to waypoint 1.
I am having trouble forming a caravan with a boat. My pawns get into the boat and then it just sits there until they get upset and one of them has a mental break. Is there a trick to get this to work? I am playing on an island.
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#1
Releases / Re: [1.0] Boats!
April 21, 2020, 01:12:52 AM #2
Releases / Re: [1.1] Vegetable Garden Project 1.1a [3/4/2020]
March 07, 2020, 01:01:31 AM
I'm getting these errors with the steam version
Code Select
[VGP Vegetable Garden] Patch operation Verse.PatchOperationConditional(Defs/ThingDef[defName = "Plant_Agave"]/plant/sowTags) failed
file: /Users/Jay/Library/Application Support/Steam/steamapps/workshop/content/294100/2007061826/1.1/Patches/Vanilla_Plants.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Code Select
[VGP Vegetable Garden] Patch operation Verse.PatchOperationConditional(Defs/ThingDef[defName = "Plant_Grass"]/plant/sowTags) failed
file: /Users/Jay/Library/Application Support/Steam/steamapps/workshop/content/294100/2007061826/1.1/Patches/Vanilla_Plants.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
#3
Support / Re: Activate Royalty DLC on Steam?
February 28, 2020, 03:39:29 PMQuote from: Tynan on February 28, 2020, 03:09:12 AMI don't know if you guys did anything on your end, but I tried again, got the email almost instantly, and successfully added to steam.
Did you get the DLC via gift?
Let me get our webdev woxly here to help.
#4
Support / Re: Activate Royalty DLC on Steam?
February 28, 2020, 10:17:50 AMQuote from: Tynan on February 28, 2020, 03:09:12 AMNo. Bought with paypal that is the same email as my Steam account.
Did you get the DLC via gift?
Let me get our webdev woxly here to help.
#5
Support / Re: Activate Royalty DLC on Steam?
February 28, 2020, 01:18:20 AMQuote from: Tynan on February 28, 2020, 01:01:51 AMDone and done. Nothing. I have no problems getting the Sendowl emails and didn't have a problem getting the game assigned to my Steam account, but the DLC isn't working.Quote from: sayheyjay on February 27, 2020, 11:14:40 PMQuote from: Tynan on February 26, 2020, 07:44:19 PMI tried that and it's not working for me. Says it will send a confirmation email, but it hasn't showed up and Royalty doesn't show up in Steam.
Royalty can now be activated on rimworldgame.com/getmygame
The system uses SendGrid to send email so it should be able to send to almost anyone; check the input email please and ensure it matches your order email and your own email. And check your spam please.
#6
Support / Re: Activate Royalty DLC on Steam?
February 27, 2020, 11:14:40 PMQuote from: Tynan on February 26, 2020, 07:44:19 PMI tried that and it's not working for me. Says it will send a confirmation email, but it hasn't showed up and Royalty doesn't show up in Steam.
Royalty can now be activated on rimworldgame.com/getmygame
#7
Releases / Re: [1.0] Vanilla Weapons Expanded
October 22, 2019, 08:58:39 PMQuote from: vali007 on October 22, 2019, 07:03:42 PMOriginally, no. "This mod is not compatible with my Apex: Rimworld Legends mods due to the fact that it adds the duplicate weapons in some instances. Please, choose one or the other."
Is this compatible with the Apex one?
But, if you get a newer version, yes.
"1.0.5 (28/07/2019): Added Apex: Rimworld Legends Compatibility. Now both mods can be run together for even more weapons!"
#8
Releases / Re: [1.0] Vanilla Weapons Expanded
October 22, 2019, 01:06:05 AMQuote from: Nieve on October 21, 2019, 03:00:18 PMThat's not how that website works. It downloads a copy to a server then you download from there. Deleting cookies and cache on your end isn't going to force the server to re-download the file.Quote from: sayheyjay on October 19, 2019, 10:13:55 PM
This works, but I does not download the latest version. If a version has already been downloaded, you get that version, not the latest version.
Delete cookie, cache and ctrl + f5 from the web page and try to download again.
If not, then wait for a day or week. Some modder have their policy for outside downloader.
#9
Releases / Re: [1.0] Vanilla Weapons Expanded
October 19, 2019, 10:13:55 PMQuote from: Fakeaccount123 on October 18, 2019, 01:42:03 PMThis works, but I does not download the latest version. If a version has already been downloaded, you get that version, not the latest version.Quote from: Nieve on October 18, 2019, 02:01:28 AMQuote from: Fakeaccount123 on October 17, 2019, 02:19:04 PM
First of all let me thank you for the mods you have made, they are very good.
Second of all, would you consider giving a download link for the vanilla hair expanded mod for non steam users? it would be awesome since facial stuff mod is abandoned.
Third of all, have a good day.
http://steamworkshop.download/
Just copy the workshop link and paste it.
If your link have an "&" just delete it and everything behind it.
thanks Nieve. I didn't know that
#10
Releases / Re: [1.0] [ADDON] Gloomy Extra (13-05-2019)
October 09, 2019, 09:48:57 PM
Could you update the dropbox version to the latest available on Steam?
#11
Releases / Re: [1.0] Medical Supplements (2018/12/24)
October 09, 2019, 05:50:36 PMQuote from: Pelador on October 09, 2019, 05:10:08 AMAwesome. Thank you!
@sayheyjay
Apologies, I probably forgot to press the commit button. Should be good now.
#12
Releases / Re: [1.0] Medical Supplements (2018/12/24)
October 09, 2019, 12:28:33 AM
The Utility Supplements .rar is missing on github. Any chance we could re-up?
#13
Releases / Re: [1.0] Vanilla Weapons Expanded
October 06, 2019, 06:06:49 PMQuote from: OskarPotocki on August 26, 2019, 09:19:40 AMAny chance we can get updated versions in the Google drive?
Oops sorry guys, I rarely come here.
I uploaded all the mods up to date to the google drive, and I also altered the initial post:
Google Drive: https://drive.google.com/open?id=11xVrscUAdlxCD9ZZqjoGtHVxTkDSFyaX
#14
Releases / Re: [1.0] SeedsPlease!
August 30, 2019, 09:49:27 PM
Try this patch to add extra seeds, including the Orassan ones.
https://steamcommunity.com/sharedfiles/filedetails/?id=1818720048
https://steamcommunity.com/sharedfiles/filedetails/?id=1818720048
#15
Releases / Re: [1.0] Playable Settlers Mod & Scenario - Combat Extended Update!
May 18, 2019, 08:06:21 PMQuote from: Kirby23590 on May 17, 2019, 04:56:24 PMI figured it out. It seems using Plan Carefully is what causes it. I tried a standard scenario and had no bonding of the livestock. I also use Seeds Please so I have a modified Settlers that includes some potato and corn seeds, again no bonding. Once I used Plan Carefully at least 1 livestock animal is bonded.
That's very odd... I gave the chickens and the pigs to have <bondToRandomPlayerPawnChance> to zero avoiding the animal bond to them.
You can Try removing them from the Scenario to prevent that, but did you modify the animals in the scenario editor?
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