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Topics - Seikikai

#1
General Discussion / Jelly Farms In A14
August 27, 2016, 08:15:31 PM
Yesterday While I Was Mining A Bug Hive Appeare Inside A Mountain So I Sent All My Colonists To Clear The Area And Build A Room In C Shape Protected By 2 Turrets While I Build A 20x20 Reinforced Installation...But Then After A Couple Of Days The Hive Dissapeared So Decided To Use Dev To Spawn A New Hive And See What Happened :1

My Question: Is Possible To Create An Efficient Farm In This New Version? Or If It's Possible To Remove The Maintainable Property (Tried To Do It But New Hives Still Getting The Property)?
#2
Mods / Change Apparel/Weapons Color Mod
August 14, 2016, 05:24:45 PM
When I Played In A13 I Heard That For The Next Version There Was Going To Be A Way To Change Color Of Apparel. Now I'm Playing A14 And Don't See Anything That Do That.

I Would Like To Know If There's A Mod For A14 That Allow You To Do That :)
#3
Mods / [Request] Firefoam Mortar
August 09, 2016, 05:39:17 PM
Glitertech Mod Have A Cool Weapon Set Called APB-1 That Are Laser Weapons That Makes The Target Burn. It's The Perfect Gun Against All Enemies Specially Those Ones With Heavy Weapons. The Only Problem Is That It Creates Fires All The Time Making Fires Become So Annoying.

Because That I Decided To Create A Mortar Type Turred That Fires Firefoam Poppers -To Don't Add A 1 Single Use Item-. The Final Product Was A Manned Mortar That Fire A Non-Damage Projectile That Creates A 8r Firefoam Area Preventing Future Fires But It Doesn't Extinguish Fires In Objects (Grass, Corpses..) Also It Can't Be Reloaded Because I Wasn't Able To Found A Way To Use Minified Poppers As Ammo.

Atm I'm Trying To Learn Programming In C# And About Rimworld Modding, But Been Dificult For The Lack Of Tutorials Or Info So Is Possible That Finish This Take Me A Long Time. I Know That Many People Would Like Something Like This So If Anyone Can And Is Interested Please Do It :)
#4
Every Time I Try To Use The Comms Console To Trade With A Ship Nothing Happens. After Installing The Last Mod (4 Days Ago) Nothing Happened, I Was Able To Trade With Ships Without Any Problem Or Log But Today Suddenly This Error Apeared :1

QuoteJobDriver threw exception in initAction. Pawn=Reena, Job=UseCommsConsole A=Thing_CommsConsole254752, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.Pawn_GuestTracker.get_PrisonerIsSecure () [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility+<>c__Iterator104.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip+<>c__Iterator102.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0

  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0

  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator34.<>m__94 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Hope Someone Can Help Me :)
#5
Mods / [Mod Request] Assignable Animal Beds
July 05, 2016, 06:18:14 PM
I Wanted To Modify My Animal Farm And Tought It Would Be Gread If Animal Beds/Spot/Boxes Could Have An Option To Assign 1 Animal Or 1 Species To It.

Hope Someone Wants To Work On This Idea :)
#6
I've Been Having This Problem Since A Couple Of Weeks. At The Begining It Wasn't Something Serious So I Decided To Ignore It But Now Everytime This Error Is Registered The Game Freezes For A Couple Of Seconds And It's Starting To Annoy Me (*-__-)

After Search About It At The Web Found That It Was Caused By A Bug At Hoppers So Decided To Remove All Hoppers And Structures That Can Storge Items But The Error Continue :1

Hope Someone Could Help Me. Thanks.

#7
Ideas / Lock Items At Storage Areas
June 23, 2016, 03:18:41 PM
I've Using A Mod Called A2B To Create A Belt That Makes Possible To Transport Food To A Cooler.



But Due A Conflict With The Cooler Storage And The Belt Loader Priority The Colonists Take Items From Cooler And Put Them In The Belt Creating A Loop :V

So, Why Not To Add To The Storage/Hopper/Rack Settings The Option To Block Items At These Storage Preventing That Colonist Move Them Unless Them Be Required For A Job, In This Way Items Won't Be Needlesly Changing Of Storages. It Can Help Not Only To The People Who Use A2B, Also Can Be Useful In Other Circunstances Like When You Manage Multiple Storage Areas And You're Continuosly Changing The Priority In One Of Them.