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

Topics - code99xx

#1
Mods / Alternative to ENB Prepare Carefully?
November 26, 2022, 01:21:09 AM
I havent played rimworld in a while and thought to myself, hey, lets do another rimworld run and see whats new!

Whats new is that apparently ENB Prepare Carefully is very outdated and hasnt been touched in ages.

Sadly i dont think i can play without it. I really enjoy the ability to create my own pawns because i play somewhat RP like. There is always a story around who everyone is, why they are there etc. Since that mod is no longer updated and all the 1.4 forks i found are either not working or are buggy and such, i gotta ask

Is there an alternative to that mod or maybe a working fork that i missed?
#2
Title.

Can they do that?
#3
Mods / Air vent mod?
July 16, 2019, 06:19:04 AM
The vanilla air vent is either bugged or there is something funny happening with my many many mods (i dont even know if the vent itself is vanilla tho,  see screenshot). I wanted to heat 2 small rooms with one heater so i placed a vent and i then noticed the temperature in both rooms go up and down like crazy! One second is 21C, the next is 15, then 20, then 17 etc etc.

Im sure a heater can heat both rooms no problem but when i use that vent it just goes nuts. I tried placing a second heater, thinking maybe one is not enough but nope, even with 2 heaters the temps go wild

Anyway, i remember a mod somewhere that had a small wall mounter air vent that worked fine (as far as i recall) but cant find it, can anyone help?

EDIT: I think i remembered who made the mod im looking for ... skullywag's vent mod but that thing is very outdated ...

https://imgur.com/Iz0C40I
#4
Mods / Mod that adds windows for 1.0?
October 19, 2018, 08:03:33 AM
Title

I remember seeing one at some point but cant find it anymore, well, not one that is 1.0 compatible.

Thanks in advance
#5
Hi,

In my current game i cant keep pawns drafted for more than a couple of in-game hours.

Literally in the middle of a fight, my pawns decide they dont want to fight for their life and instead go take a walk or carry some wood or tending to some animals or anything else other than staying drafted.
I always have to keep a close eye on them and draft them again  when they decide they had enough.

They are not hungry, sleepy or wounded. Whats going on? They shouldnt be doing that.
One dude undrafted himself in the middle of a fight and just as he left cover he got headshotted ... nice, awesome choice of actions buddy!

Help me figure out whats causing this.

I do have several mods enabled but none that should alter pawn behavior like this (i think).

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.9.7</li>
    <li>AnimalsLogic</li>
    <li>AllowTool</li>
    <li>MapReroll</li>
    <li>ModSwitch</li>
    <li>RuntimeGC</li>
    <li>Miscellaneous_Core</li>
    <li>SafelyHiddenAway - Release</li>
    <li>SimpleSidearms-1.2.5</li>
    <li>EdBPrepareCarefully</li>
    <li>A_Dog_Said-B18.2</li>
    <li>Hospitality</li>
    <li>PrepareLanding</li>
    <li>Psychology</li>
    <li>SparklingWorlds Core Mod</li>
    <li>SparklingWorlds Chemical extraction</li>
    <li>SparklingWorlds Events</li>
    <li>Vegetable Garden</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Garden_Gourmet</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GoWWeaponPack</li>
    <li>Rimatomics</li>
    <li>Rimfire 2.4</li>
    <li>RT's Weapon Pack B18</li>
    <li>VanillaFriendlyWeaponExpansion</li>
    <li>FewerInfernoCannons</li>
    <li>SkillOverhead</li>
    <li>ShootingSkillEnhanced</li>
    <li>Rimmu-Nation Weapons (B18)</li>
    <li>USCM - Core</li>
    <li>Rimmu-Nation Camping Stuff (B18)</li>
    <li>QualityCooldown</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>AnimalHusbandry</li>
    <li>Apparello</li>
    <li>ArmorStuffExpanded</li>
    <li>Cooks Can Refuel</li>
    <li>DermalRegenerator</li>
    <li>Doors-Expanded</li>
    <li>ED-Embrasures</li>
    <li>FashionRIMsta -A18</li>
    <li>FinishTheDamnThing B18v1</li>
    <li>Harvest Everything!</li>
    <li>ImprovedWorkbenches</li>
    <li>Lets Trade</li>
    <li>ManhunterPacksRebalanced</li>
    <li>Megafauna_b18</li>
    <li>MiningCo. ForceField</li>
    <li>More Furniture</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>ParasiteTendsMatter</li>
    <li>PickUpAndHaul-0.18.1.8</li>
    <li>PlantCuttingIsForGrowers</li>
    <li>PowerSwitch</li>
    <li>Prisoner Outfit</li>
    <li>RedistHeat</li>
    <li>RelevantMechanoidSurgery</li>
    <li>RimFridge</li>
    <li>Rimsenal_Hair</li>
    <li>RimWorld-Mending-master</li>
    <li>RimWorld-ShareTheLoad-master</li>
    <li>Hand Me That Brick</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Room Food - Release</li>
    <li>RT_Fuse-B18-1.1.1</li>
    <li>RT_SolarFlareShield-B18-1.2.2</li>
    <li>RWTemperature</li>
    <li>SF [B18] Priority Treatment</li>
    <li>SF [B18] Rain Removes All Filth</li>
    <li>SmartMedicine - Release</li>
    <li>Smokeleaf_Industry-1.10b</li>
    <li>SnapOut-B18</li>
    <li>Spoons Hair Mod -A18</li>
    <li>TilledSoil</li>
    <li>VanillaFriendlyBatteryExpansion</li>
    <li>VeinMiner</li>
    <li>WhileYoureUp</li>
    <li>zombieland-master</li>
    <li>Minigun-Handling-0.17.0.2</li>
  </activeMods>
#6
General Discussion / How do you go around the place?
September 11, 2017, 12:12:40 AM
... and by place i mean planet.

Is it just me or are caravans just not viable? It takes too long for them to get anywhere  and you need to bring loads of food for the trip and even then sometimes you dont have enough of it.

Transport pods on the other hand look awesome on paper, instant(?) travel and they carry a lot of stuff and you can launch several of them at a time but are only one time deal, what do you do when you get to your destination?


Say you need some resources that you cant find on your map anymore but you can probably get it somewhere else on the map.
How do you do it?

I was thinking about this and would it be viable to build a few pods, launch your ppl to your destination, mine/do what you need, build a few pods there and get back the same way you came in? You could bring the materials and fuel needed for the new pods with you so you dont have to mine/manufacture anything there ...

Would that be viable?
#7
Mods / Replace walls?
September 05, 2017, 07:43:27 AM
I was wondering if it would be at all possible to make walls act like vents/cooler/etc in the sense that you can replace a wall type with a different type without having to  mark it to be deconstructed and then wait for your pawns to deconstruct it before being able to place the blueprints for another wall.

Im sure i over-complicated my explanation, so, an example:

I have a building which walls are made of wood and I want to replace them with granite walls. Would be great if you can just place the blueprint of the granite wall over the wood wall and let your pawns deconstruct/build automatically just like they do when you place a cooler.

Its a QOL change, i think it would be great to have this, if its even possible.
#8
Title says it all.

I was pretty shocked that my 2 elephants which i spent ages training (i thought you had to train them in hauling to carry stuff) dont add any hauling space to the caravans ... I dont get why only a couple of animals can carry things, makes no sense to me. Im pretty sure elephants have been used and are still being used somewhere in the world for this.

So, any mods like that out there? I dont have any carrying capable animals on my map and i really need a caravan.
#9
Im getting this error in console and I cant figure out what it means. (see attached screenshot)

Im pretty sure its about mods, i do have a bunch of them enabled but I couldnt figure out which ones, ive messed around with the load order  but no luck so far.

EDIT: After some more fiddling with my mods, I think its a conflict of some sort between VeinMiner and HaulPriority mods. As soon as i remove one of them, the error goes away. I will post this in their threads.





[attachment deleted by admin - too old]
#10
Mods / More hair styles
September 13, 2016, 02:09:08 PM
I cant seem to find any mod that does this. Facial Stuff does this but im having a bunch of problems with it, animu hairs is not my taste and thats about it, i dont think i know of any other that are updated to A15.

Anyone got something? Something simple, i only want a few more hair styles, thats it :)
#11
General Discussion / Immunity
September 13, 2016, 12:49:53 AM
So umm ... ive been wondering about this for a while now BUT, once a colonist develops immunity to some disease (say, malaria), do I still need to keep them in bed or can they just resume being sla... i mean, equally viewed colony members that work normal hours etc etc ?
#12
Mods / Restric rooms?
September 12, 2016, 01:59:59 AM
Hi,  long story short, I want to restrict bedrooms, make them private, especially when my colonists are sleeping so other colonists dont just barge in and disturb their beauty sleep!

Any mod out there that can do something like this? I remember there was a mod once ... cant recall how it was called!
#13
General Discussion / Been a while ... help?
October 25, 2015, 05:06:36 AM
Hi,

Ive had a break from Rimworld for a while now (rather, had a break from computer games in general) and now i noticed a new version is up and about with some new cool features!

However, I do have some questions about one in particular. Schedules.

How do you setup them properly? When to work, how much to work/rest/joy/etc ... ? Ill be experimenting obviously and see whats what but I would still like a bit of insight from people that already have some experience with this :)

Thanks!
#14
Ideas / Z levels possible?
March 25, 2015, 01:30:45 PM
I know this has probably been asked before and I bet there are threads about this somewhere on these forums but i couldnt find them.

Only thing i found was someone mentioning that Z levels are not possible with the current engine ... is that true?

Whats the official say on this? Will there be different levels later on?
#15
Mods / Is there such a mod ... ?
March 23, 2015, 03:34:12 AM
Hey, ill keep this short.

Im looking for a mod that essentially condenses the resource lists. Right now i have ton of stuff in my several stockpiles and all of it is listed on the left of the screen in a huge list. I want that list condensed to a smaller ones.

Say, all food stuffs should be under one category called, foods or something. Same with metals and rocks ...
I think i've seen such a mod on a youtube vid but I couldnt find it myself.
#16
Support / Whats this?
March 20, 2015, 08:51:11 AM
Hello,

Ill be short, I got this in debug panel.

I use mods, i use a lot of them.

I solved some errors ive had by either editing the xml files of mods or by messing around with  the mod order but this "jobgiver" thing i cant figure out what it is and what it does. Games seem to work fine ...

[attachment deleted due to age]
#17
Help / Help with "out of bounds" errors
January 25, 2015, 11:30:20 AM
Hello all,

I would like to apologize if this is the wrong forum to post this BUT It seemed to me to be the right place for this question.
Also, if this has been answered already, i must have missed it.

I've picked up Rimworld just recently and its just awesome! I then saw that there were mods, a lot of them so i went and dled some and now im getting "tried to spawn "something" out of bounds (-1000 -1000 -1000)" errors.

As far as i can tell its because of the mod order, I've messed around with the mod order and cant seem to get rid of it.
What is this error anyway, does it affect my gameplay?

Thanks