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Topics - BladeOfSharpness

Pages: [1] 2
1
General Discussion / Duplicating an item
« on: August 01, 2019, 03:26:36 AM »
Is it possible to duplicate an item either with a mod or with the debug mode? I can create an item, but you don't have a choice of the material it is made, so if I spawn a turret in debug mode, it will be a steel turret.

Now I'm playing a kind of Steampunk oriented game (Westerado, Steamworks mods) and I would like to "convert" a few things into bronze or brass items. I can do that by copying an existing one and then deleting the steel objects I have.

2
Help / Cross reference?
« on: July 30, 2019, 01:51:03 AM »
Why the log don't tell me where is the cross reference mentioning this vanilla item?

Could not resolve cross-reference: No Verse.ThingDef named Turret_Sniper found to give to MapGeneratorBlueprints.MapGenerator.ThingData MapGeneratorBlueprints.MapGenerator.ThingData
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()

3
General Discussion / Sky-high expectations
« on: July 25, 2019, 10:28:53 AM »
I have now reached the point that my colonists have 0 mood buff because of the their 'sky high expectations'. Add the sh*t storms of things Extreme Randy can send at once, and sometime it goes bad.

They are eating fine meals (some are eating lavish if they are 'fragile') and each have an excellent bed (+10 mood buff). I'm also doing the obvious (no bad apparel, very nice dinning room and recreation room).

What can be the modd buffs I might overlook for this extra +5 that would help?

4
General Discussion / Please help, I can't stop recruiting colonists!
« on: July 23, 2019, 06:33:52 AM »
I can't resist, each time a colonist with some nice perks is around (a downed bandit, a guest, a quest giver, anyone), I try to recruit him.

I'm now at 27 colonists, but I know I'll not cease recruiting them until Rimworld explodes and my computer too, haaalp!!!

5
Mods / Anybody knows about this mod?
« on: July 15, 2019, 11:01:44 PM »
I have a single error in my huge mod list (can still play) and I fail to see which one. Is anyone able to identify the mod name?

Could not resolve cross-reference: No Verse.ThingDef named Turret_Sniper found to give to MapGeneratorBlueprints.MapGenerator.ThingData MapGeneratorBlueprints.MapGenerator.ThingData


6
General Discussion / Feeling Fancy
« on: July 14, 2019, 11:58:49 PM »
I still have no clue why I manage to get this mood buff on some colonists and not on others. Do I need an excellent quality apparel, without any apparel being poor and all at 51% condition or more?

No, even that complicated set of conditions don't seem to work as a rule. And yet I have 2 colonists with this mood boost.

7
That's a bit paradoxical to have to wait for the wounded colonist to pass out, so you can carry him (with decent speed) to a proper facility...

Because until he passed out, he is crawling at a glacial pace toward an hospital bed.

is there a mod to carry conscious and wounded colonists?

8
General Discussion / Copying outfits
« on: July 12, 2019, 08:22:56 AM »
Weirdly, there are mods to copy bills, restriction, weapons, loadout and such, but nothing on outfits?

9
General Discussion / Feeling Fancy and others moods +
« on: July 09, 2019, 01:49:06 AM »
Hey,

How do you acquire 'Feeling Fancy' for your pawns? Do you need to have only Normal+ quality items with 51%+ condition?

Is there anything others mood boost related to apparels?

10
Mods / This part from Fluffy Colony Manager would be awesome
« on: July 01, 2019, 04:03:48 AM »
... as a standalone, tiny mod. Understand what the pawns are doing at a glance!


11
General Discussion / Regrettably, idiot hunter behavior
« on: July 01, 2019, 01:07:42 AM »
That's a pity you still have to monitor your hunters in 1.0. I just had my hunter who fired at his target rhino at a distance of ... two tiles.

Guess what happened?

I don't get that, really. This is release version!

12
General Discussion / Nonsensical NPC caravan behavior
« on: June 30, 2019, 03:46:39 AM »
I find somehow unimmersive that when a NPC caravan on your map get attacked by a third party (by an hostile animal, an ongoing raid, anything), they leave on the ground their wounded and the trade goods of their downed animal.

13
General Discussion / Needs don't change
« on: June 29, 2019, 10:23:31 AM »
I have 2 pawns that have no changes in their needs since 5 days. One is always at 24% sleep so always want to sleep, and one has all his bars full, so can work each and every hour without tiring or anything (like a robot).

That's probably mod conflicts, I don't see what it can be. Has anyone experienced that, so I try to identify the conflict?

14
General Discussion / Zoom to cursor
« on: June 26, 2019, 04:33:37 AM »
Last time I played RW (8 months ago, B18) I could swear my mouse zoomed to cursor.

Anyone knows of a mod doing that? I have Camera+ but it does not. Suggestion guys?

15
General Discussion / Editing faction names (not your)
« on: June 25, 2019, 01:58:15 AM »
Hi,

I'm trying to edit to something more immersive some of the factions I encounter. I would prefer for example to face the 'Crimson Brotherhood' pirates and not the 'Boomgungun Band'. That's personal, sure  :)

Two issues.

First, and rather surprisingly, Notepad++ seems unable to load even a 'start of the game' saved game, a mere 18 megas XML. What are you using guys? NPP is unresponsive 3 mn after trying to load such file, and I have a quite powerful computer.

Are factions names stored in clear in this file?

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