I second a unified mod. I use all of them anyway, so it'd def help clean up my mod list a bit and help keeping it organized a lot easier.
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#2
Releases / Re: [1.0] Medical Dissection (v1.2.0)
December 11, 2018, 03:24:44 AM
An update to 1.0?
Yay!
Yay!
#3
General Discussion / Re: What to do with excessive loot/corpses?
September 21, 2018, 02:24:36 AM
Previously, I used an out of the way dump pile and let raiders rot in the sun there, same for all their stuff I didn't want. Hauling animals helped clear things faster too.
If you're not opposed, there are certain mods that I've found useful. Now that I use the Medical Dissection mod, I haul as many fresh bodies I can into a special freezer for my docs to train on. The resultant leather gets made into stuff or sold, and the meat used to make kibble. I also have a mod that adds a corpse burning generator and a machine that can break corpses down into medical gel. As for their loot, clothes I'll sometimes salvage for materials, but mostly I leave things out to degrade because most of the weapons aren't worth it.
Still use animals haulers, they just help speed things up even if they don't haul all the time. Unless its stone chunks. My huskies apparently love hauling stone chunks.
If you're not opposed, there are certain mods that I've found useful. Now that I use the Medical Dissection mod, I haul as many fresh bodies I can into a special freezer for my docs to train on. The resultant leather gets made into stuff or sold, and the meat used to make kibble. I also have a mod that adds a corpse burning generator and a machine that can break corpses down into medical gel. As for their loot, clothes I'll sometimes salvage for materials, but mostly I leave things out to degrade because most of the weapons aren't worth it.
Still use animals haulers, they just help speed things up even if they don't haul all the time. Unless its stone chunks. My huskies apparently love hauling stone chunks.
#4
Releases / Re: Biomes! New Environments to Diversify the World.
August 20, 2018, 04:25:21 AM
I noticed I'm getting this error:
I've been ignoring it for the most part, since everything works fine still as far as I can tell.
QuoteFailed to find Verse.ThingDef named Stalagmite1. There are 1384 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I've been ignoring it for the most part, since everything works fine still as far as I can tell.
#5
Releases / Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
August 17, 2018, 02:26:59 AM
Good to hear that the cold crystals will get an update, love those things. Shame your on the fence about the mushrooms though. I think your's are different enough from the vanilla mushrooms that they don't feel redundant. If anything they'd add some nice variety. I only ever see the vanilla mushrooms off in same natural cave, if the map has one. But yours would sprout all over my mountain bases lol. But I get that not everything makes the cut sometimes.
#6
Releases / Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
August 09, 2018, 02:45:07 AM
I really hope the cave biome/flora mods get updated too. I miss how technicolor all those little glowing mushrooms made my mountain bases. And cold crystals! I really miss cold crystals, especially for my primitive playthrus
#7
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
January 19, 2018, 02:29:12 AM
Is there a way to make the skylights use glass from the Glass&lights mod?
#8
Releases / Re: [B18] Psychology (2017-12-25)
January 19, 2018, 02:11:22 AM
Apparently beards still exist in Rimworld. A gay guy in my colony (ks 6) just hooked up with and got engaged to a gay girl (ks 5) that was brought in as a rescue like two days before. XD
#9
Releases / Re: [B18] [KV] Trading Spot [ModSync]
January 19, 2018, 01:41:16 AM
I moved it above all my water-related mods and it seems to be working fine now, thank you.
#10
Releases / Re: [B18] [KV] Trading Spot [ModSync]
January 17, 2018, 07:31:59 AM
For some reason I can only place this on water.
#11
Releases / Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
January 17, 2018, 03:09:42 AM
Can one of the tanks not be added to your colony? I had one show up as part of a wandering caravan event and choose to defend it (because i wanted free stuff and, also, tank), which made it part of my faction. But I couldn't actually do anything with it. It just wandered the map because I couldn't assign it to an area or person, and I couldn't use it for my own caravans. I ended up losing the tank when I eventually abandoned the area in favor a spot closer to a trading hub.
Its probably still out there, roaming the wilds as a free tank.
Its probably still out there, roaming the wilds as a free tank.
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