Menu

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.

Show posts Menu

Messages - LAWolves

#1
Quote from: falconne on January 09, 2018, 02:02:51 PM

  • When a single bill is copied, a "Paste Into" button now appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself. For e.g., you can create a number of tailoring jobs for different items of clothing, adjust the production counts and material filters for one and paste these into all the others. Any job's settings can be pasted into another, but not all settings are compatible between all recipes; incompatible settings will not be copied.

I was waiting for something just like that to copy my single bills but you went above and beyond! Love your work!
#2
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0
#3
I was going to make a Combat Extended playthrough and found out, from the CE thread, that this mod is supposed to be compatible with it. Since I found no confirmation on this other thread though I thought I would ask first.
Thank you
#4
Is it "Viable" to make a compatibility patch for Combat Extended?
#5
Is the Guns Addon for B18 available for testing?
#6
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
December 15, 2017, 11:29:46 AM
Quote from: frenchiveruti on December 15, 2017, 10:21:34 AM
Rimworld now includes bedrolls, the only thing you would be missing are the "tents"

I know we have bedrolls now, but the Mod added much more: With a butchering spot and simple ways of keeping pawns warm when camping it was way more viable and less of a chore to set them up. Now I'd have to get them to gather wood or give them a good amount when forming a caravan to enable them to survive were they to stop for a while.
#7
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
December 15, 2017, 10:03:20 AM
Quote from: Nandonalt on November 22, 2017, 05:34:22 PM
New version is up! Please report any bugs, thanks :D
I really like your mod, I'm about to go test it in B18; is there any chance we could get an update of the additional camping stuff mod? (https://ludeon.com/forums/index.php?topic=29145.0) I find it could be quite useful for a roaming/vagrant playthrough, or anyone wishing to camp often.
#8
Releases / Re: [B18] ResearchPal and HelpTab
December 15, 2017, 09:54:17 AM
-Not writing anything of interest here-


Great mods, so useful, I love it!
#9
Mods / Re: Mod Compatibility Issues
December 14, 2017, 11:18:45 AM
Quote from: RawCode on December 14, 2017, 08:48:32 AM
image is not any helpful, provide game log or modlist as text.
Sorry, I thought it would actually be better, here's the Modlist straight from the Log file.
And the Output log attached.

Loading game from file Troit (Permadeath) with mods MOD-E, Core, HugsLib, Miscellaneous 'CORE', Achtung!, Combat Extended, Work Tab, Relations Tab, Medical Tab, Allow Tool, EdB Prepare Carefully, Extended Human Body Simulation v1.0.0, ResearchPal, Expanded Prosthetics and Organ Engineering 2.0, Vegetable Garden , [RF] Fertile Fields [a17], WM Smarter food selection, Additional Traits w/ Heroes + Gods [A17 Update], Additional Joy Objects, WM Reuse pods, Traps Plus, GHXX Tech Advancing, Stack Merger, Simple sidearms, RimFridge - A17, [RF] Smooth Stone Walls [a17], [RF] Configurable Maps [a17], [RF] Fertile Fields - Concrete Add-On [a17], JTReplaceWalls [A17], Reinforced Indiscernible Power Conduits, Refactored Work Priorities, Psychology, Prepare Landing, Path Avoid - A17, Notifications Archiver, Set-Up Camp, Colony Leadership, Miniaturisation, Mending, Megafauna, MiningCo. MMS, Misc. Robots, Logistics, Better Workbench Management, Hospitality, HelpTab, Hand Me That Brick, Follow Me, Fluffy Breakdowns, ExtendedStorageFluffyHarmonised, ExtendedInspectData [A17], Don't Shave Your Head A17.1, Death Rattle, SS Damage Indicators, Crafted Mutants v1.0.0, Cooks Can Refuel, Combat Extended Guns, Clutter "The Door Stuff", Clutter Furniture Module, Apparello 2, Animals Logic, and Map Reroll


Quote from: BlackSmokeDMax on December 14, 2017, 09:53:31 AM
Are some of your mods perhaps updated to B18 and thus foiling your plans to play A17?
I was quite sure the whole Modlist was from A17 (since I hardly modified since the last time I played and B18 was not out yet) and thought the Mod loader could tell the different versions but I'm going to check again JIC

Fact is the soft freeze happens without the log registering anything

[attachment deleted by admin: too old]
#10
Mods / Mod Compatibility Issues
December 14, 2017, 06:33:07 AM
I'm trying to start a New Game in A17 but there seems to be some problems with the Mods I have picked. In particular, I'm getting errors while employing "Prepare Carefully" to adjust my starting characters.
Now I've managed to get the game started I'm getting a relatively long freeze each game-night exactly at "1h", but no errors seem to be getting logged. Is it a known bug with one of my mods or mod interaction?

Here is my Modlist for reference
https://www.dropbox.com/s/ecdp9gphc3exnwt/Modlist%20unificata.png?dl=0
Any help or suggestion would be much appreciated.

[attachment deleted by admin: too old]
#11
Mods / Re: [Mod request] Prisoners fight for freedom
December 13, 2017, 06:06:41 AM
This is pretty cool, hadn't thought of that but it sounds awesome. I especially like the Gladiator point, it would need quite a bit of Mod Settings to adapt it to various scenarios.
#12
@Shinzy LMAO for the title  ;D
#13
Quote from: Sixdd on July 10, 2017, 06:29:52 AM
You put it in the mods folder and enable it like any other mod, no special instructions needed.

This is not working for me either and the Debug Log gives me this message at startup:
Mod ModListBackup-master has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
#14
From the first post it was not clear to me whether I'm supposed to dowload this or the corresponding patch, to add these weapons to the CE mod.
To clarify, I have CE (together with several other mods) installed, I want to add the weapons from "20CWM", what do? Download from post #1 or find appropriate thread?
The reason for my confusion comes from these sentences:

Quote from: seanandjay29 on June 12, 2017, 01:30:57 AM
This is the standalone version of the 20th Century Weapons Mod Combat Extended Compatibility Patch. You do not need to have the normal version of 20th CWM for this to work. This is just an alternative for the soon to be released xpath patch will be released within CE's main mod.
#15
Quote from: oyesboyz2016 on July 11, 2017, 01:59:37 PM
Broke my save, using hospitality + this mod causes error spam and lag when slave trader tries to leave. Choose one of the mods or you get a broken save too.

Easy solution if for modder if s/he can't find one is just remove the traders from visiting the map and keep the rest of the mod intact.

This was my case too