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Messages - bob112

#1
Quote from: Goldenpotatoes on March 26, 2018, 02:19:48 PM
Pretty much when it comes to producing anything edible, you need to keep it in a separate stockpile and designate an area where animals aren't allowed, else they will get into it and they more than likely will eat/drink all of it. I don't know why animals on the rim are all raging alcoholics and drug users, but they are and you need to build around that if you plan on having some sort of livestock.

that's the thing they never touched the drugs i did have one chicken that had a addiction to one drug i think had a painkiller effect of some sort that had lost a leg due to frostbite but that was because one of my colonists decided to feed it to the chicken but other than that even though they had free access to yayo and go-juice for a year or two they never touched them

Quote from: Bozobub on March 26, 2018, 02:33:38 PM
I'm more curious how they open the bottles o.O'.

with there beaks and teeth apparently that or with their minds
#2
it seems every time i get beer in my colony either via making it or buying it if my colony has small animals they will immediately go and drink the beer to the point were at the very least they will get blackout drunk which was the case of one of my modded colony i don't remember the name of the mod i had installed but it makes rabbits breed like well... rabbits i installed it thinking if i tame or buy a male and female rabbit i could breed them for food but any way i had a ton of rabbits in the colony and then i brought about 400 beer from a trade ship my colonists had moved the beer into storage and a day later there was vomit all over the colony and the vast majority of the rabbits were all either hammered or blackout drunk.
in my current colony i brought about 30 - 40 beer and my colonists hadn't had a chance to get the beer in storage yet due to the mass of corpses from a manhunting pack of elephants and a few ingame hours later i get a message saying cockerel 1 has suffered chemical damage then a minute later a bunch of messages saying my chickens of either gender including cockerel 1 had cirrhosis of which cockerel 1 died of a minute later all my other animals my cat, my caribous, my minions, my muffalochicken and my muffalopedes all didn't touch the beer only the chickens so lesson learned: small animals and beer don't mix in rimworld 
#3
so got a slight sound issue when one of my colonists fires a pistol it alternates between making the normal pistol sound one shot and then a blaster noise the next shot and repeats the pattern with each shot
#4
Quote from: XeoNovaDan on April 30, 2017, 04:10:49 AM
The load order doesn't really matter in this case, but you can do it like that if you want. It's all good as long as LITE is after the main mod.
Ah ok thanks for the reply
#5
So if i have mad skills installed the load order would be mad skills, shooting skill rebalanced and then accuracy lite?
#6
Quote from: your dad on April 29, 2017, 05:34:14 PM
Is there any way to get a new grimoire of the occult? Mine was burned down on my research bench, and re-investigating  the monolith doesn't do anything
Either hope you get lucky and get a new one via cargo pods dropping or spawn one in via dev mode
#7
Quote from: Vaperius on April 28, 2017, 02:52:42 AM
Quote from: dubwise56 on February 26, 2017, 08:50:02 PM
Not long now



Here you can see the new energy weapons powered by a group of reactors. You get a tesla coil which arc's to anything that comes within its short range, An obelisk which fires a precise laser at medium to long ranges. And the rail gun which fires cheap to make sabot rounds at 3x the speed of a morter, at extreme range for striking targets in the local map, or other maps in the world.

All 3 weapons require the pulsed power capacitors shown just below the turbines, these behave like super efficient high capacity batteries, but will rapidly dissipate all their energy if the connected power rate falls below 0. Each weapon has a percentage adjustment for the maximum range and damage power, and the size of the pulse required by each shot is decided by the range to the target and damage %

I spy command and conquer references.

KANE LIVES!
#8
Quote from: corestandeven on April 22, 2017, 05:10:40 AM
Apologies if the question has been asked and answered previously, but is the mod modular? For example say i do not want to have the 'more floors mod', can I deselect just that sub-mod? Or does Hardcore SK only work as a complete package?

For the most part yes it says in the OP that you can disable everything apart from CORE, CORE_SK, and Combat realism and the pack will still work fine but if you did that it would not mean that you would only be playing with combat realism selected as CORE_SK contains a bunch of mods that you cant de-select
#9
Quote from: Orion on April 11, 2017, 01:41:46 AM
@Man_Jones: There is only one error in the log, from Combat Realism. Did the problem actually occur in the session that this log is from?
@DrHexapus: You need the HugsLib mod now, and it has to be loaded after Core.
@bob: The mods I mentioned are throwing exceptions that may or may not be related. Ignore them at your own risk.
@pintpo: I'll look at them later. Gotta rush now. You can down people with the dev menu, btw. There should be a down pawn tool somewhere.

I didn't ignore them i removed them as you suggested and kept them removed i was just trying to let you know that removing them did not solve the problem but i thought that i had found what was causing the problem and that (fingers crossed) i had fixed the problem
#10
Quote from: Orion on April 10, 2017, 01:33:57 AM
@Man_Jones:
Since you're the first to report this, I would guess that it is something else. If you upload your debug log I will take a look.
@bob: Hospitality does check if it there are hostiles present, but this should not affect spawning them from debug.

I tried removing the mods you pointed out and that did nothing so i started a new colony and did some testing and the tests didnt come up with anything but i was able to spawn in visitors then i decided to do one more test and discovered that i couldnt spawn in visitors while there were visable hostiles so i killed all visable hostiles on the map and tried spawning in visitors and was able to do so. I then loaded up the second save of my current colony and checked for visable hostiles on the map and discovered that at some point between the first save (in which i was able to spawn in visitors) and the second save (which was the earliest save of my current colony that i was unable to spawn in visitors) i had gone into god mode and used it to look into the various structures that i couldn't see into (the possible ancient danger structures) and one of them had a mechanoid in and instead of killing it i'd decided that seeing as i'd sorta cheated to look in i'd just rebuild the wall and have my colonists kill the mechanoid once they had better weapons and armour and had the resources to build some defences around the structure i then pretty much forgot about the mechanoid and was able to get wanderers/travelers and caravans to spawn naturally but never got visitors to spawn naturally or via dev mode so i suspect that is what my the source of my problem was me being like a small child and peaking at presents early then rewrapping them in essence and generally being an idiot and not knowing about the visitors not being able to spawn when there are visable hostiles on the map so with luck i have now solved my problem (and probably just jinxed myself saying this) and have decided to start a new colony and do a final test by getting the new colony to be around for the same number of days as my current colony (which was the first day of the fall season) i figure that should be plenty of time for visitors to spawn naturally so heres hopeing that my problem is now fixed and it was just because i'm an idiot and not some error somewhere
#11
Quote from: Orion on April 07, 2017, 05:25:55 PM
Your game does not load up fine.

I'd start with removing smarter food selection, remote explosives and whatever adds aluminium.

But you've got so many mods with potential for conflict, all bets are off, really.

By any chance does your mod add in a bit of code that makes it so that visitors cant spawn even via dev mode if there is a visable enemy/hostile on the map?
#12
Quote from: Orion on April 07, 2017, 01:08:01 PM
@bob: Hm. You're getting so many errors, it's a surprise you can actually load your game...
But I couldn't find hospitality related errors (yet).

@Dr_Zhivago: That's correct. I've done my half, now Psychology has to fix the error for when loading in the correct order.
the game loads up fine takes a minute or two to do so but it load's up OK and I've tried going through all the saves i have for the colony i'm playing at the moment and the only one that has the visitors spawn is the first one which was before the name the colony and faction event I've also tried making a new colony and spawning in visitors and they spawned in fine but without knowing how to fix the error, what the error is and/or what caused it i don't see the point in starting a new colony seeing as the error could just pop up again and I'll be back at square one if you like i can upload a debug log of that first save along with one of a new colony if that will help any
#13
Quote from: Orion on April 06, 2017, 05:33:08 PM
@bob112: Look, there's a real easy solution here. Just upload your debug log somewhere and I'll take a look at it.
@Dr_Zhivago: No problem! It's not every day I get the solution spoon fed. Usually I have to dig it up myself, and I'm not always inclined to do that.

OK thank you

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#14
Quote from: bob112 on April 05, 2017, 07:38:05 AM
does anyone know what counter (300) = 300 means in the debug log? because for some reason when the hospitality mod is installed it stops visitors from arriving both naturally and when I try to spawn them in via dev mode it doesn't stop caravans or travellers/wanderers just visitors I don't know what caused it to happen or how to stop it but I'd like to know because it pretty much makes the hospitality mod useless and I quite like the hospitality mod can anyone help?

Can anyone please help me with this?

EDIT: After a little more testing it seems as though counter (300) = 300 is not what was stopping visitors from spawning naturally or via dev mode but for some reason visitors are not spawning and i don't know why admittedly i'm no expert in reading the debug log but i can't see anything that gives any clues as to why visitors won't spawn I've tried going debug actions menu -> Execute incident with... -> visitor group and tried every point size but there nothing appears in the debug log in response at all there's no white text or yellow text or red text nothing appears to give me any sort of clue!
#15
does anyone know what counter (300) = 300 means in the debug log? because for some reason when the hospitality mod is installed it stops visitors from arriving both naturally and when I try to spawn them in via dev mode it doesn't stop caravans or travellers/wanderers just visitors I don't know what caused it to happen or how to stop it but I'd like to know because it pretty much makes the hospitality mod useless and I quite like the hospitality mod can anyone help?