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Messages - Tocato

#1
Releases / Re: [1.0] Smokeleaf Industry v1.14a
May 27, 2020, 09:57:24 PM
Can't use infused medicine in operations to remove bionics
#2
New update?
#3
Quote from: publicuser on February 26, 2020, 02:33:33 AM
Why DBH just has bladder need, but no bowels need?
Why male colonists use toilets to pee?

Suggest to add urinals for male colonists.
on that point is there any benefit from separating bathrooms by gender? Seems like a waste of space if it doesn't add a need boost at least
#4
Can't wait for alien kijin and Logan babies
#5
Releases / Re: [1.1] Prison Labor
May 17, 2020, 08:25:10 PM
So actually the 'release' option from prisoners is gone. Additionally, after recruiting a prisoner they kept restraints on until I devmoded it out. I an send you the log or is someone else caretaking?

Also where should this mod be in the list? Top above locks?

Release is back moved it higher priority. Motivation gone from my colonists too nice
#6
Releases / Re: [1.1] Prison Labor
May 17, 2020, 07:28:21 AM
All of my colonists have he need motivation. I thought only prisoners are supposed to have that?

Also idk if related but my colonist broke, I imprisoned and cryptoslept em. A few quandrums later open it and now i can't release them so they can rejoin I have to recruit again?
#7
Im also running both but think I found a bug?

1. Not sure if its because of this mod but I see two 'storage' architect tabs. one is empty even when i run godmode.

2. the hamper can only be built in devilstrand, muffalo wool, and cloth even though i have other textiles. And theres no 'textiles' or clothing category to store things in it. Only food, meds and the like

The hamper has this description lmk if it's from you: This is a set of hampers made out of fabric. The various pockets allow storing large amounts of diverse small items with ease
#8
Releases / Re: [1.0] Psychology (2018-11-18)
May 15, 2020, 01:57:32 AM
Getting the standing bug. Pawn tries doing multiple things at once switching between tasks very quickly which causes massive lag. However I found removing the anxiety hediff fixes this. Why would this be? I'm in my second year and this wasn't a problem before even with anxiety. Moved the mod up but still remains unless I remove that health condition. I'm using the 1.1 fork update
#9
Hi so whenever I add adrenaline to my game it breaks the save. I tried adding it to my game and whenever I load up the map/globe clicking does nothing and the colonist bar disappears. I had previously tried adding it to a brand new save and instead the map generation failed. I couldn't even start the game as it reverted me to the map seed screen.  Loading a save before I added it doesn't affect map generation. Has anyone encountered anything similar? Im using the 1.1 fork

Could not find class Adrenaline.MapComponent_AdrenalineTracker while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Adrenaline.MapComponent_AdrenalineTracker" />
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List1&, String, LookMode, Object[])
Verse.Map:DMD<DMD<ExposeComponents_Patch1>?2130310272::ExposeComponents_Patch1>(Map)
Verse.Map:DMD<DMD<ExposeData_Patch1>?-1004719488::ExposeData_Patch1>(Map)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List1&, String, LookMode, Object[])
Verse.Game:DMD<DMD<LoadGame_Patch3>?1864954112::LoadGame_Patch3>(Game)
Verse.SavedGameLoaderNow:DMD<DMD<LoadGameFromSaveFileNow_Patch2>?1168868224::LoadGameFromSaveFileNow_Patch2>(String)
Verse.<>c:<Start>b1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b27_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()
#10
Mods / virtualalloc remapping failed
May 09, 2020, 08:06:46 PM
I just got this message when trying to load up a game. I'm barely approaching my first year. What does this mean and can it be fixed?
#11
Unfinished / Re: [WIP] Deep Storage (functional)
October 23, 2019, 03:01:17 PM
Just waiting for the customizable storage limit update :)
#12
Unfinished / Re: [1.0] (WIP) Ammunition (2019-10-18)
October 18, 2019, 01:46:37 PM
Easily the best reason I wanted ce for. Now I can use this without worrying about compatibility nice
#13
Unfinished / Re: [1.0] (WIP) Tenants (2019-10-16)
October 17, 2019, 03:48:48 PM
Do you happen to have the previous version available? I deleted it to update to this latest release and now am getting an error loading map message at game start. Didn't happen last time I updated tenants but maybe I did something wrong
#14
Releases / Re: [1.0] Miscellaneous w MAI+Robots
October 15, 2019, 03:00:49 PM
Hello can we get less dangerous ammo (maybe bb) equipped for all weapons not just explosions for the shooting dummy?  I'm inside a cave and when my colonists miss they end up destroying the walls. Even throwing ro is would be better than spending a ton of time repairing
#15
Hm it would be a problem if tribals showed up with cars