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Messages - T-Wrecks

#1
Heya. I found a conflict with your toilet mod and Careful Raiders.

Let me start from the beginning.

So I had a raid from a group of cultist assholes who live northwards. They came in about 10 strong with several twisted genewarriors among them. I shot one in the entrance of my kill box and they instantly spread out across my walls trying to find a way in.

The only problem was, the game was now constantly sending me pathing errors about how they couldn't find a way to get to my toilets and the whole raid slowed to a halt. Besieging me without attacking and also without mortars. They just wanted to go to the toilet really bad man. Feels bad.

So I reloaded the save and put a toilet and a hand basin outside the fort. That worked until an enemy died in the entrance again. They immediately went over and destroyed the toilet and hand basin. Explosive diarrhea or somethin' I reckon.

So I tried God mode and put a toilet and hand basin well away from my base, but they instantly trecked over to it.

This poop cult will haunt me for years. I had no idea that rimworld could ever simulate such things.

"Rimworld. The only game 3 mods away from simulating Slanneshi poop cultists!"

But yeah. Is there any way toilet pathing could be turned off while ever there is a raid on? I suspect this could happen without the careful raiders mod as well despite not having tested it. Thanks in advance!
#2
Outdated / Re: [A16] Nerve Stapling v1.0
January 16, 2017, 06:05:30 AM
Any chance you could make a light version that doesn't let you produce other sorts of chips? I have EPOE and I can already do that and thus it is inconsistent with other mods that I own.
#3
Releases / Re: [A16] Rikiki's M&Co. (08-01-2017)
January 09, 2017, 07:30:04 AM
Hey Rikki? I think the mining helmet is broken. It just broke my save file. :/
#4
Hey, any chance I could have a version of the mod just with the deepmine? xD
#5
Sarcasm?

I cant tell. D:

If it is though I feel hurt.
#6
I made new art for the extractor.

If this mod doesn't get updated I will consider trying to upgrade the extractor for myself. I don't know anything about modding though (except art xD).

[attachment deleted by admin - too old]
#7
Help / Re: Ruined City Map Generation
February 11, 2016, 11:33:28 PM
Ok guys. I havn't tested it yet but I am mostly certain I have found the problem. M&C Outpost Generator installs its own Map Generator Defs Config which overwrites the original one.

Despite me fixing the problem I am still open to ideas as to how I may make the map generate more buildings. :)
#8
Help / Re: Ruined City Map Generation
February 11, 2016, 10:06:06 PM
Iv'e turned off all my mods and now the variables seem to work. It seems strange that this is the case though. What mod would overwrite those variables? Faction mods?

Very weird. Any ideas guys?
#9
Help / Ruined City Map Generation
February 11, 2016, 09:54:23 PM
Hey guys, I want to try fiddling with the map generator so it generates way more ruins when I land.

Ive been fiddling with the variables found in Mods\Core\Defs\MapGeneratorDefs (specifically on line 18). But after a little experimentation the variables don't seem to change anything in game. What am I missing?

Thanks in advance!
#10
Hey man,

Your quantum stockpile mod is throwing up this error all the time and it is making my game somewhat unplayable.

I will post the error:

Getting random element from empty collection.
Verse.Log:Warning(string)
Verse.GenCollection:RandomElement(IEnumerable'1)
RTStorage.CompRTQuantumRelay:QuantumRelayTick(Int32)
RTStorage.CompRTQuantumRelay:CompTick()
Verse.ThingWithComps:Tick()
Verse.TickList()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Map:MapUpdate()
Verse.RootMap:Update()

Note that I wrote the error out by hand because I am not certain you can copy it to clipboard. If the syntax is wrong thats probably my fault, but it should still make sense.

Please help me fix! I have spent a fair bit of time on my current fortress and your mod is a huge part of that. I really don't want to take it out.
#11
Mods / Re: Art Modifications - Resources
October 26, 2015, 04:09:44 AM
Those are seriously cool a friend!
I like them.
#12
Thanks for the reply Ykara. As for why the smaller work benches bother me, there are no other 2 length workbenches in vanilla and so it doesn't seem consistent with the base game to me.

Thanks for the reply again. :)
#13
Heya Rikki, I redid your integrated curcuit texture. I felt that it was on the wrong angle. Here is my finished art for if you would like to use it, although its totally fine if you don't want it.

[attachment deleted due to age]
#14
Mods / Re: Art Modifications - Resources
October 08, 2015, 01:55:27 AM
Heres a little thing I made. I used the RTG image as a base. :)

[attachment deleted due to age]