I use that, but it's not quite what I'm looking for.
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#2
Mods / [Mod Request] Auto Work Priority
November 13, 2017, 06:29:08 PM
I like to spawn in numerous pawns at once and having to set the priorities manually is time-consuming and a little boring. I'd like to know if someone can make a mod that automatically sets the priority for each type of work using the numerical priorities.
#3
Outdated / Re: [A13] Rimworld Westernization Project (v1.00) (4.5.2016)
May 04, 2016, 04:16:16 PM
Looks Good. I'll try it out.
#4
Outdated / Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
May 02, 2016, 07:13:36 PMQuote from: soulkata on May 01, 2016, 09:30:38 PMQuote from: TechnologicApe on May 01, 2016, 01:44:10 PMQuote from: soulkata on May 01, 2016, 01:31:13 PMQuote from: TechnologicApe on May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?
What If you just make it a checklist? Tell a pawn what kind of Gun they want to use, and replace it with a better one when it becomes available.
Nop...
Damn. Alright, I guess I'll just click everyone one by one....
The weapon system in RimWorld is too detailed, variations between range, damage type, weapons made by mods, change of off cut members... make quite difficult elaborate a system to make the job done.
#5
Outdated / Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
May 01, 2016, 01:44:10 PMQuote from: soulkata on May 01, 2016, 01:31:13 PMQuote from: TechnologicApe on May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?
Nop...
Damn. Alright, I guess I'll just click everyone one by one....
#6
Outdated / Re: [A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works
May 01, 2016, 01:19:58 PM
Does this mod work with Weapons yet?
#7
Outdated / Re: [A12C] Mechanical Defence 2 (Update 23 - quick fix)
April 06, 2016, 01:59:49 PM
Any word on Droids?
#8
Releases / Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
April 06, 2016, 09:08:47 AMQuote from: Fluffy (l2032) on April 05, 2016, 01:41:44 AM
Ehm, yeah, I need to update Quick Start, the latest CCL broke that one -.-
I'll get to it tonight, should be a small fix!
Don't work yourself too hard!
#9
Releases / Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
April 04, 2016, 05:02:38 PMQuote from: Fluffy (l2032) on April 04, 2016, 04:51:41 PM
Interesting... You're sure you've got a recent version of CCL loaded, and you're on the latest A12 release of rimworld?
I would really like a full output_log.txt, see here on how to get it.
Just Updated CCL, but the problem persists.
Edit: Blueprint works, QuickStart Does not...
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#10
Releases / Re: [A12d][MODLIST] Fluffy's Mods - Latest: Blueprints
April 04, 2016, 12:14:57 PM
Blueprints mod not giving me the create button.
Edit: Just tried it with only your mods, still doesn't work. It says:
ReflectionTypeLoadException getting types in assembly Blueprints: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
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Edit: Just tried it with only your mods, still doesn't work. It says:
ReflectionTypeLoadException getting types in assembly Blueprints: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
[attachment deleted by admin - too old]
#11
Outdated / Re: [A12d] Colony Manager V2
April 04, 2016, 10:28:58 AMQuote from: Fluffy (l2032) on April 04, 2016, 10:25:43 AM
See here on how to report bugs and where to find that all-important output_log.txt, but hopefully the bug won't occur again
I hope not. But it would be of help to you. Keep up the great work!
#12
Outdated / Re: [A12d] Colony Manager V2
April 04, 2016, 10:24:55 AMQuote from: Fluffy (l2032) on April 04, 2016, 10:01:28 AM
Do you get see any errors when you open the console?
Does it appear after reloading?
What mods/modpack do you use?
Please send me the output_log.txt
I've since lost the save. I'm going to play to that point again and see if it happens again.
#13
Outdated / Re: [A12d] Colony Manager V2
April 04, 2016, 08:01:41 AMQuote from: Fluffy (l2032) on April 04, 2016, 03:30:37 AMYes, I finished the Research. I'm seeing the power tab, and all the windows where all the stats should be, but it never fills the stats out. Every Day Cycle I check it to see if it has worked but it hasn't. There's no stats, but where the stats go is still there.Quote from: TechnologicApe on April 02, 2016, 12:49:23 PMFrom your description, I'm a bit confused. Do you see an empty power tab, or do you not get the power button at all?
I can't seem to get the Power tab to show me anything. I've got the research done and a powered Manager station. Am I missing something?
If you see an empty tab, please send me your output_log.txt file, so I can see if there's any errors going on.
If you don't see the button at all, are you sure you have actually completed the 'power management' (or similar name - can't recall right now ) one? If you're sure you did everything correctly, please also send me the output_log.txt.
Thanks!
#14
Outdated / Re: [A12d] Colony Manager V2
April 02, 2016, 12:49:23 PM
I can't seem to get the Power tab to show me anything. I've got the research done and a powered Manager station. Am I missing something?
#15
Ideas / Re: Keep Clear Of Plant Zone
September 23, 2015, 12:12:02 PMQuote from: LaMizzy on September 23, 2015, 11:26:10 AM
This idea doesn't seem to make or break the game...most like a good to have thingy.
I would say its a mod idea...
Would someone like to make this mod? I've got no idea how to mod something like this.
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