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Messages - Ptolisgoodguy

#1
@ Vindar

I'll start by going through my Core files and most likely create a backup of what I have now and then re-download the original Core files and see if the bug is still there. If it isn't then I know it's something of my own doing and I'll just have to be careful of what I edit in regards to conflicts. IF the bug remains then I'll go through all my mods and see if I can find what's causing the issue.

Thanks for the help anyway and I'll let you know what happens to see if a note on compatibility is required.

EDIT: It was something to do with the core files I edited so it's nothing on your part to worry about. Thanks for the help none-the-less.
#2
The mods I am using are as follows:

Core
ExpandedProsthetics&OrganEngineering
GlitterTech
Infused
ADogSaid-master
Vegetable Garden
Turrets Pack
T-MoreFloors
T-MiscStuff
T-MoreBedsVanilla
T-ExpandedCrops-VegGarden
Medieval Times (v. 1.25.A15b)
CraftingHysteresis
FashionRIMsta 14
Furnace
Hospitality
Noku Mushrooms
Embrasures
RT's Weapon Pack
More Vanilla Turrets
Xeva's Rimhair
Nuetrainer and AI Persona Core Crafting
MoreLesserMechanoids
MIRV Artillery
TilledSoil
0.15] Iron Dan
EdBPrepareCarefully

There were also a few Core edits in the following areas:

Traitdefs
Roofdefs
Biomedefs
Difficultydefs
Factiondefs
Thingdefs_buildings > Buildings_Natural
Rooms > RoomStats

The only thing changed in these were a few commonality tweaks and a false to true change.
#3
I think there might be an issue considering that when I started up a world with this mod, everything, and I mean everything was crafted out of Ice Blocks. When I mined rock it dropped 2 ice blocks, when I tried to make a wooden bed, it needed ice blocks. My colonists must be freezing.
#4
You should put up an actual download link for the mod and not just a link to the steam page. Most people who use this website for mod downloads probably prefer not to have to use the steam page for their downloads, I know I prefer here over the workshop.
#5
Ha, I know how you did this... PLOT TWIST! I don't actually, but I don't need your help to figure it out... ANOTHER PLOT TWIST! I actually do need your help, can you please explain how you did this.
#6
Any idea what EdB will be moving onto next, if it's a different game or if they're taking a brake from the whole modding scene for a while?
#7
As far as I can see, there isn't one.


[attachment deleted by admin - too old]
#8
Is there a way to edit the biome def in the mod files, I can't seem to find it?
#9
The easiest way to answer this is, no, you cannot transfer your non-steam version of the game over to steam, that's not the way steam operates. The only way you can get a steam key if you have already purchased the game is to have purchased it before November 2014 as that was when steam requested that Tynan stop promising people who have bought the game that they would get keys.

If you bought the game before that point in time then you will get a steam key, if not, then you'll have to buy the game again or forgo using the steam workshop and hope that people keep uploading their mods to this forum (Scenarios included).
#10
Releases / Re: [A13] Rimsenal v0.510 : Federated
April 13, 2016, 10:35:17 AM
I'm getting an error whenever I load the Federation sub-mod. It isn't a compatibility problem as it still pops up when it's just the core game files, the core mod files and the Federation sub-mod.

I attached an image of the error message below.


[attachment deleted by admin - too old]
#11
General Discussion / Re: Development Stopped?
September 23, 2015, 05:26:11 PM
I think it gives more time for modders to update or expand their existing mods without the threat of the mods becoming outdated. It can also allow for new modders to enter the scene and hone their skills.
#12
I really want the ability to either tame or recruit the hive members if you incapacitate them and hold them prisoner.

That would lead to either some really weird colonists, or some epic 'RELEASE THE ANTIS!' moments.
#13
Mods / Re: [Mod Request] Atheism mod
September 17, 2015, 02:08:39 PM
I think the visiting grave activity should stay as it is respecting the dead and not necessarily praying to a god.

And if we're on the subject of activities, there needs to be a 'debate' activity between atheist and theist pawns.
#14
Quote from: Ectoplasm on September 15, 2015, 06:48:31 AM
Quote from: Ptolisgoodguy on September 15, 2015, 06:03:12 AM
I seem to be having trouble with the bots. They do not seem to be activating when I try and activate them. If someone could either explain the problem or direct me to a post that does I would be very grateful. ;D

The 2 bot types you by from vendors just need to be installed then you hit the activate button. The MAI robot needs to be crafted first of all at the AI assembly table, then you select the robot (by the table once it's been built) And add a bill to activate it. Make sure you have a recharge station installed before you activate a MAI robot or it will self destruct when out of power.

I've had a table disappearing bug since last release, be interesting to hear if your AI assembly table disappears when you activate a MAI.

The problem is with the Hauling and Cleaning bots are not activating when I press the button.
#15
I seem to be having trouble with the bots. They do not seem to be activating when I try and activate them. If someone could either explain the problem or direct me to a post that does I would be very grateful. ;D