so decided to send out a caravan for my people to recover some items and found that animals do not eat hay that you put into the caravan inventory. send out a convoy with 800 pemmican and it doesnt make it more than two days because the shitty animals decide the pemmican is their food not the humans. only had boars and muffalo in the convoy and both can eat hay.
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#2
Releases / Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
September 13, 2015, 10:26:08 PMQuote from: Rikiki on September 13, 2015, 03:36:12 AMQuote from: millenium on September 12, 2015, 04:49:33 PMThe error you are experiencing is breaking the rest of the capture process...
i like the inclusion of the outpost its a little difficult though. had a 12 research hack the communications console got a major failure and i cant claim or deconstruct anything. think there would be a way to deconstruct stuff without having to tell the colonists to attack it.
also keep getting an error getting thrown up after i started a game didnt throw up in main menu:
exception ticking triggerintrustion 10427: system.nullreferenceexception: object reference not set to an instance of an object at Outpostgenerator.triggerintrusion.tick /\ 10x000001 in <filename unknown.
verse.log:error (string)
verse.ticklist:tick()
verse.tickmanager:DoSingleTick()
verse.tickmanager:TickManagerUpdate()
Verse.Map:Mapupdate()
Verse.RootMap:Update()
Normally, you can claim all the outpost after hacking the console. No need to break everything!
I have uploaded a new version which should be more robust.
Please report back if the bug persist.
thanks for quick response ill grab that and test with my mods see if anything else may be breaking it.
#3
Releases / Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
September 12, 2015, 04:49:33 PM
i like the inclusion of the outpost its a little difficult though. had a 12 research hack the communications console got a major failure and i cant claim or deconstruct anything. think there would be a way to deconstruct stuff without having to tell the colonists to attack it.
also keep getting an error getting thrown up after i started a game didnt throw up in main menu:
exception ticking triggerintrustion 10427: system.nullreferenceexception: object reference not set to an instance of an object at Outpostgenerator.triggerintrusion.tick /\ 10x000001 in <filename unknown.
verse.log:error (string)
verse.ticklist:tick()
verse.tickmanager:DoSingleTick()
verse.tickmanager:TickManagerUpdate()
Verse.Map:Mapupdate()
Verse.RootMap:Update()
also keep getting an error getting thrown up after i started a game didnt throw up in main menu:
exception ticking triggerintrustion 10427: system.nullreferenceexception: object reference not set to an instance of an object at Outpostgenerator.triggerintrusion.tick /\ 10x000001 in <filename unknown.
verse.log:error (string)
verse.ticklist:tick()
verse.tickmanager:DoSingleTick()
verse.tickmanager:TickManagerUpdate()
Verse.Map:Mapupdate()
Verse.RootMap:Update()
#4
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
May 11, 2015, 05:24:30 PM
its funny before the timetable fix this didnt happen.
#5
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
May 11, 2015, 01:09:00 AM
welp still having issues with droid rereplaced the file for them. now their spawning as the old coal texture and their recognized as droid spawner but they don't spawn droids.
[attachment deleted due to age]
[attachment deleted due to age]
#6
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
May 09, 2015, 12:53:25 PM
also a note on the offworld construction satellite. i love the idea very similar to something i read in a book once but i find that it hangs up on itself alot when i know i have the right materials in my stores for what can be considered the final product. the way you implemented this feature is great because it stops me from just saying craft everything i need but it also has the issue above. considering the size of the control console i would like to forward the idea of that being the actual crafter with resource management being as it is now. just have it only able to handle one recipe at a time so you have to have multiple auto crafting stations for each item. you would also have to drastically increase the power draw.
on the note of power draw i automated this but i would like to know if the coal furnaces turn off when output exceeds battery capacity and power draw.
on the note of power draw i automated this but i would like to know if the coal furnaces turn off when output exceeds battery capacity and power draw.
#7
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.1]
May 09, 2015, 09:01:16 AM
honestly i would like the option to keep the teleporters unless theres a major issue in the code.
2x-3x the research cost add plasteel into the crafting recipe and increase power costs to make it so you only use them for very long rang teleportations.
2x-3x the research cost add plasteel into the crafting recipe and increase power costs to make it so you only use them for very long rang teleportations.
#8
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
May 09, 2015, 12:49:06 AM
i closed the game when this happened before i got an error report next time it happens ill make sure to grab it before i close out. could be an incompatibility with another mod. have alot of them.
#9
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
May 08, 2015, 10:36:38 PM
im getting an infinite loop whenever a droid takes damage
just thing has taken critical damage. over and over
just thing has taken critical damage. over and over
#10
Outdated / Re: [MOD](Alpha 9) Warhammer 40k Weapons V3.0
April 05, 2015, 05:05:35 PM
http://warhammer40k.wikia.com/wiki/Weapons_of_the_Imperium
i assume we'll be seeing more of these in the future. with the possibility of the plasma guns exploding of course.
[attachment deleted due to age]
i assume we'll be seeing more of these in the future. with the possibility of the plasma guns exploding of course.
[attachment deleted due to age]
#11
Off-Topic / Re: [MEGAMOD] (Alpha 9) Z-Levels Mod (v0.6) - Add two additional layers to Rimworld!
April 01, 2015, 10:16:48 AM
quite frankly i hate people like you. i would have admired you if it was true but the troll is god damned terrible.
#12
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return!
March 27, 2015, 09:55:39 AMQuote from: cythedag on March 26, 2015, 10:29:39 PM
>>millenium
backyard furnace? isnt that industrialization mod? Im pretty sure it isnt compatible with this mod.
mass updating and not paying attention sorry
#13
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return!
March 26, 2015, 09:12:10 PM
im having an issue with the backyard furnace. i build it and it dissapears
debug log says could not resolve cross reference: no verse.thingdef named metal found to give to verse.thingcount 35x null
at least thats what popped up when i built it i have alot of mods so maybe something is conflicting ill check and report back.
strike that i cant even start a new colony with just this mod.
debug log says could not resolve cross reference: no verse.thingdef named metal found to give to verse.thingcount 35x null
at least thats what popped up when i built it i have alot of mods so maybe something is conflicting ill check and report back.
strike that i cant even start a new colony with just this mod.
#14
Mods / Re: [Request/Idea] Necromancy!
March 17, 2015, 04:36:53 PM
combine zombie apocolypse and slavers mod for this.
#15
Releases / Re: [MOD] (Alpha 9) RT Mods - Fuses! (12.03.15)
March 16, 2015, 11:57:16 AM
can we get a waterproofing upgrade for the quantum stockpiles their fantastic for trading zones but they keep short circuiting.