Thank you for the update to 1.1 Bar0th!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#1
Releases / Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
June 11, 2020, 05:53:09 PM #2
Releases / Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
January 11, 2020, 01:29:31 PMQuote from: Error101 on September 26, 2019, 07:19:36 AM
For some reason, I cant deconstruct any of the mining shafts (even when i destroy it using debug commands)
heres the github code if it is ever needed: https://gist.github.com/b64b12fa0735d0996f74566710318176
I'm having this same problem
Able to work around it by deactivating the mod then reactivating, but a bit annoying.
#3
Releases / Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
September 24, 2019, 10:03:13 PM
Trying to move stone chunks up the lift isn't working. I've got a stockpile on the lift, filled with chunks, and when i bring it up pawns will come along but the stone stays behind. It's just chunks, other stuff seems to come up just fine.
#4
Releases / Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
September 24, 2019, 11:23:12 AM
Loving the hygiene mod! A couple suggestions though: make a variety of plumbing pipes that are hidden. Surely burying sewer pipes isn't lostech.
Also, make it so that nudists don't care if anyone sees them in the shower (::edit:: er, that may not be a problem actually, I had a pawn that I thought was a nudist get upset, but it turns out he isn't actually a nudist)
Also, make it so that nudists don't care if anyone sees them in the shower (::edit:: er, that may not be a problem actually, I had a pawn that I thought was a nudist get upset, but it turns out he isn't actually a nudist)
#5
Releases / Re: [1.0] Gerzee Race
September 24, 2019, 11:17:05 AM
I love these guys
Maybe more variations in head and body shape would be cool, they're kinda bland right now.
Maybe more variations in head and body shape would be cool, they're kinda bland right now.
#6
Releases / Re: [B19] Rimatomics | Rimefeller
October 07, 2018, 12:10:02 AM
Doh, they were connected to a line on a switch that was turned off. Thanks XD
#7
Releases / Re: [B19] Rimatomics | Rimefeller
October 06, 2018, 11:45:00 PM
How long does it take a reactor to start up? I've got everything built and fuel rods loaded, but it's been sitting at "starting up" for like 15 minutes
screen shot: https://imgur.com/a/x66oL4e
Any ideas?
screen shot: https://imgur.com/a/x66oL4e
Any ideas?
#8
Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
September 24, 2017, 03:39:40 PMQuote from: dubwise56 on September 24, 2017, 03:24:00 PMQuote from: Moo on September 24, 2017, 03:11:28 PMQuote from: Nanobytez on September 22, 2017, 12:10:17 AMQuote from: Moo on September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?
Make sure you have a reactor console connected to the reactor via loom cabling. Then select a pawn and right click the Reactor Control console and it'll say "Manage reactor" It'll bring up the reactor UI. Clicking a box will "load" a rod in that cell.
Sorry for the delayed response! That's exactly what I'm doing. I've clicked the thingy to load the rods, but the rods are never actually loaded. I've left this screen up for almost a day with idle pawns and there is no change.
https://imgur.com/a/sVuOl
The reactor is still active, hit scram to shut it down then the fuel can be installed
Ooooohh! Hey lookathat, it worked. Thanks!
#9
Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
September 24, 2017, 03:11:28 PMQuote from: Nanobytez on September 22, 2017, 12:10:17 AMQuote from: Moo on September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?
Make sure you have a reactor console connected to the reactor via loom cabling. Then select a pawn and right click the Reactor Control console and it'll say "Manage reactor" It'll bring up the reactor UI. Clicking a box will "load" a rod in that cell.
Sorry for the delayed response! That's exactly what I'm doing. I've clicked the thingy to load the rods, but the rods are never actually loaded. I've left this screen up for almost a day with idle pawns and there is no change.
https://imgur.com/a/sVuOl
#10
Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?
#11
Releases / Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
September 11, 2017, 06:12:52 PM
I did not! I'll give that a try, thanks!
#12
Releases / Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
September 11, 2017, 11:57:19 AM
I'm sure this is a simple incompatibility, but I wanted to bring it to your attention. I'm using the Argonians mod, and if one becomes a force user their force points don't regenerate.
#13
Outdated / Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
April 15, 2017, 12:24:46 PM
I have a colony with 6 crystalloid pawns and I'm trying to build the crystal synthesizer. I have all the materials needed but no one will build it, I can't even force someone to prioritize it by selecting the pawn and right clicking the synthesizer, no menu shows up.
#14
Releases / Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
April 02, 2017, 08:12:08 PM
How do I stop the Agency from flipping out when they visit my base? I locked my temple away so there's no way they could have seen it. I got visited by a small trade group of four and one by one they just randomly dropped their stuff and turned into prisoners.
::edit:: well, possibly they saw Snuggles, my pet Chthonian larva :-/
::edit:: well, possibly they saw Snuggles, my pet Chthonian larva :-/
#15
Unfinished / Re: [A16][WIP] Ancient Rim (12.28.16)
December 28, 2016, 03:23:24 PM
Very cool, this should work well with the medieval mods