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Messages - KLk

#1
Quote from: fatm3l on November 03, 2017, 11:41:51 AM
How to use mortar i cant load my mortar any. Shells. The operator doesnt pick up shells to load the mortar like in vanilla. I placed stockpile next to a mortar and nothing happens stil not loading any mortar shells to the mortar. Is there anyone can help me how to use mortar in this mod? I can only fire mortar when ammo is disabled but i want ammo to be enabled
is zone conflict, take a look on what zone are your pawns allowed and where is the ammo
#2
Quote from: Canute on September 26, 2017, 09:12:32 AM
Neurotrainer are vanilia-item, no research/tech is needed.
Normaly you select a pawn, then right click on a trainer and you get the option "use".
Or did you mean the implants that enhance some skills ? Then you need like all other brain-implants Brainsurgery.
I say beacuse i cant use them, i thought i was a change in the mod
#3
wich tech you need to use neurotrainers?
#4
Releases / Re: [A17] Smokeleaf Industry v1.2
September 25, 2017, 07:53:37 AM
some of my crops doenst grow, its like a plague, i tested moving hidroponics and they dont grow in a radius D:
#5
with two ships parked, if i return one, both disapears with no error D:
#6
Quote from: WereCat88 on August 27, 2017, 01:06:56 PM
Quote from: KLk on August 27, 2017, 12:51:48 PM
1 the bullets have pierce damage and could go throught a wall, in the game and in the reallity (that's why we have bunkers at 50m dig in and with 30m of concrete walls)

I heard not even .50 BMG can penetrate a full meter of reinforced concrete...
             WE NEED CONCRETE AS A BUILD MATERIAL

I have the same problems with the loadout system, it seems... shoddy...

Some data: https://www.survivalmonkey.com/threads/50-bmg-ammo-identification-chart.49583/
https://www.youtube.com/watch?v=QsgwcDOGJQY&ab_channel=Miculek.com-TheLeadersinGunControl%21
maybe cannot penetrate, but you see what one shoot can do, 5 or 6 will pass through the wall
#7
Quote from: RetPaladinlol on August 27, 2017, 12:49:32 PM
For some reason I can't connect a sewage outlet to my plumbing? Anyone know why? Here's a pic

http://imgur.com/a/ODy2g
the basis must be on land, if you put it on sea ...
#8
Quote from: WereCat88 on August 27, 2017, 12:42:31 PM
Is there any way you could make changing apparel and equipping weapons have highest priority?

We were attacked by some mechs and i told Chris to take his weapons and armor and fight, but instead he decides that its more important to make food, WTF!?

Also are bullets supposed to penetrate walls? My alpacas got shredded by my turrets because they were shooting at a mech beside them, the only problem is that they were in their barn behind a granite wall!

Also i still think that there should be some sort of locker where a colonist can change their whole equipment at once, because you cant just have 3 tons of weapons and armor on you and still be productive like in vannila
1 the bullets have pierce damage and could go throught a wall, in the game and in the reallity (that's why we have bunkers at 50m dig in and with 30m of concrete walls)
and for the gear cabinet there's a mod to do it but i dont remember the name
PS i have issues with the loadouts, they carry ammo when i said them to have nothing
#9
Quote from: Canute on August 13, 2017, 04:26:45 AM
My prisoners use their hygiene installations. Maybe some other mod prevent it.
Btw. unless you have a mod that allow joy for prisoner, the horseshoe is useless for your prisoners.
a chess or a tv will make the job
And some one soiled himself and ruined his pants and laged my game
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetThingList (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, IEnumerable`1 sources, Boolean shouldPropagate) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, Int32 count) [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Need_Bladder.crapPants () [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Need_Bladder.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#10
Quote from: WereCat88 on August 26, 2017, 04:06:34 PM
About that that Rimfall CE patch on the CE post, where do you put the xml file? i cant get it to work.
And where it is
#11
Quote from: Canute on August 25, 2017, 01:41:30 PM
Quote from: KLk on August 25, 2017, 12:51:55 PM
Quote from: Lupin III on August 24, 2017, 01:18:29 PM
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
KLk, can you please share your modlist so we can check which we have in common?
how can i get the list with out copy by hand
Edit:
You should have installed hugslib.
Done
Quote...
it's CE i did a test with and without CE :(
I love both mods buth CE is more interesting, i will pray for a fix :(
#12
this mod is incompatible with hospitallity it laggs the game :((((
May it could be fixed?
#13
Quote from: Lupin III on August 24, 2017, 01:18:29 PM
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
KLk, can you please share your modlist so we can check which we have in common?
how can i get the list with out copy by hand
Edit:
Quote
How quaint. Do you use a particularly large map?
Without errors I can't really help you either...
medium to large, but not extra large
Quote...
bank notes is a recent addedmod but the error si just a double furniture (note) so it's doesnt affect to the game at all (barely nothing)
PS i made a test and is Combat Extended U.U
#14
Quote from: thesoupiest on August 21, 2017, 12:21:55 PM
I fucking hate it when a colonist decides to hunker down and become completely unresponsive to all commands. Artillery shells, incendiary rounds, bullets, etc. are flying over his head and his position is rapidly becoming untenable, but there's nothing to be done because this guy that has seen combat dozens of times before is for some reason paralyzed with fear all of a sudden.

Please, make the hunkering down stun mechanic optional.
you never had been under gunfire? try to move with artillery shells, incendiary rounds, bullets and so on, flying over you. You will shit your pants, by fear or just beacuse you are dead.
#15
Quote from: Cpt.Ohu on August 18, 2017, 09:44:55 AM
Quote from: KLk on August 17, 2017, 06:20:59 AM
when i attack a item stash with the ship it just launch it over the stash, then when i click visit the stash the ship just eat my guys :)

A few further questions.


x) Can you reproduce the error reliably? Meaning you can do the exact same thing and the error happens?
x) If so, do you have an error log?

x) Was it the ships first flight?
x) Was this ship from a savegame?
x) How did the pawns enter the ship?
x) Did you launch the ship from a map, or from the World view?
x) Did you load a save while the ship was in air and on the World view?
1 yes i could, at least is what i think, i will try to reproduce the problem today or tomorrow.
2 nope
3yes, was the first flight
4 yes, i've constructed it, saved and then launched it
5 regular way, from console, not manually.
6 map to worldwide
7 nope it was just a near flight over an item stash on his last day. I saved before the flight beacuse i had this same error before in the past versions