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Messages - Ninefinger

#1
Mods / Re: Where's Ultimate Overhaul Modpack?
October 01, 2015, 09:19:34 PM
The project you currently know as The Ultimate Overhaul Modpack is now private so that I can continue to work on it unhindered.

It has gotten to the point for me that I do not want to check my own thread or PM's for what comments that might be waiting, and fear of what content might be at risk next.

Only myself and my sponsors will have access to my project and its updates until RimWorld and my project has reached final release. I will be rebuilding the project from the ground up. Once the Modpack is a final release along with RimWorld someone will release it to the public.

I am going to lay it on you strait, too many people do not understand that issues come from people that have an issue and create an issue otherwise there would be no issue, either with me or the modpack, you probably already know how I feel about such people. To put it lightly any modder that does not wish to have their content included in the pack and wants to whine and snivel like a baby will be regarded as such and as someone who does not have the goodwill to allow the community to enjoy their content the way everyone wants it to be enjoyed.

You will be forced into submission of goodwill and you will consider yourselves to be privileged to have your content included in such a masterpiece!

The only response to this that you are allowed is Sir, Yes Sir!

Do I make myself clear?

It is a rhetorical question to which the only answer is Yes Sir!

I do not care for negative responses and they will be ignored as your opinion does not matter to me if you do not share my vision.

The public will have what they want I promise you that.

Anyone that wants to continue a public release of their own iteration of the Modpack is more than welcome to do so.

I wish you luck!

To the much deserving community of good people I love you and I am truly sorry that I can no longer publicly provide you with what should have been an unhindered project.

My decision has been made, I have my reasons and I have spoken and you will respect that and that is final!

Sincerely, Ninefinger

User was warned for this post: Rules 1 and 2.
#2
Outdated / Re: [A12d] Catillery (v1.0.0 27-09-2015)
September 27, 2015, 04:40:07 PM
LMAO!  :D
#3
Good looking update i hope this fixes the auto unequip issue :)
#4
Quote from: Haplo on September 17, 2015, 06:26:06 PM
Hmm, there isn't anything Mai related to be found in there..
The only problem I've seen is this, but I don't know which mod responsible is:
NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_TickManager () [0x00000] in <filename unknown>:0
  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0


This bug appears to be from Pawn State Icons... if that is what you are wondering, if not, well at least I tried lol :)
#5
Outdated / Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
September 17, 2015, 09:53:10 AM
Quote from: Anfi0312 on September 17, 2015, 09:15:54 AM
The Ultimate Overhaul Modpack version works with a few changes. Before I upload the updated mod, I will ask Ninefinger for permission.
In the meantime you can use these instructions:


  • Download the Ultimate Overhaul Modpack (http://ultimateoverhaulmodpack.weebly.com/)
  • Extract the Auto-hunt Beacon-folder. You can find it under UltimateOverhaulModpack-master.zip -> UltimateOverhaulModpack-master -> UltimateOverhaulModpackA12.rar -> AutoHuntBeacon
  • Open the Building_AutoHuntBeacon.xml (AutoHuntBeacon\Defs\ThingDefs) with a .xml-editor or with Windows editor
  • Remove in line 54 both "Bar"s
    Before:
    <SteelBar>60</SteelBar>
    After:
    <Steel>60</Steel>
  • Now delete the whole line 66 (<researchPrerequisite> ...)
  • Save it and install the mod like any other.

+1

For future reference anything in my modpack is fully open sourced and free to use as per the license each mod comes with.

Thus meaning anyone can update /  change / use any mods in any way you wish. Cheers! :)
#6
Hey Orion, yeah dont worry about what some people say this mod is a must have and jsut dont know that you are working on improving it.

Anyways here is a bug report for ya.

This is what happens after fresh install, after 5 mins ingame, rescuing a pod crashed person: Reported by Ajes

http://prntscr.com/8fsvlp
#7
Quote from: Match on September 13, 2015, 08:29:55 PM
quick question soul, do we download does infusion handler work as a patch? With the original still needing to be downloaded?

Yup load original first and then the infusion one after it, I would also recommend having them loaded after infusion too, but dont know if that is entirely necessary.
#8
Outdated / Re: [A12d][GUI] ResearchInfo
September 13, 2015, 07:42:55 PM
Thank you Fluffy! You are the best! :D
#9
Ok well then I feel it would be best to only use the mods that i have made compatible, I know you and others like the mending mod, but I have made my own version of this by allowing you to recycle clothinga nd armor to use those resources to go towards making new clothes and armor.

Might be a good idea to use a fresh install of rimworld and update to the latest modpack and ModConfig and maybe even try restart your PC. I hope you can get it working smoothly. :)
#10
Quote from: Aristocat on September 12, 2015, 10:31:08 AM
I loaded game and this time it didn't crashed for some reason. It wasn't raid but "friendly" faction with -74 relation visit. Maybe infinity faction check crash game?

It seems activating developer tool prevent crash.

Edit : it seems colonist being berserk while friendly faction visiting is cause of crash?

Edit : Game crashes when berserk pawn opens door.

Considering you are using mods that I have not been able to make compatible things are bound to happen that I can not explain. Try only using the mods that I have made compatible and see if your issues have been fixed.

Also this modpack is very extensive and is growing constantly I would not be surprised if we reach a point or already has a reached a point, to where your processor can not handle all of the information the game needs to load. This game runs on a single core. Having a top of the line single core processor may be the only way to play the full modpack at some point lol :)
#11
Thanks for updating this BBream. :)
#12
Outdated / Re: [A11b] Pawn State Icons (v04c) 22.07.2015
September 03, 2015, 11:34:40 AM
Quote from: MisterVertigo on September 03, 2015, 10:54:24 AM
Quote from: Vuursteen on August 30, 2015, 08:05:32 AM
No update needed for 12d version

I'm not sure what I'm doing wrong. When I try to load this mod I get an error "Recovered from incompatible or corrupted mode errors. It seems that some of the active mods were causing errors. They were incompatible with each other, designed for a different version of RimWorld, or corrupted. All mods have been disabled and can be activated again in the mods dialog." and it then disables all my mods. I've tried it by disabling all my other mods and only activating this one, and I get that error. I re-downloaded the mod with no luck.

Is there a trick to get the 11b version to work with the latest build? Thanks!

This Tip will not make mods compatible with each other or force them to work but you should go into your options screen in game and disable "Auto-reset mods config on crash" This will at least force your mods to load giving you an error log that you can debug. Huge pain in the ass when it comes to fixing and making mods compatible if your ModConfig constantly gets replaced and doesnt show the proper error log.
#13
Quote from: Ykara on August 31, 2015, 08:15:26 PM
Quote from: Florius on August 31, 2015, 07:29:07 PM
Yeah I already thought so, and I understand how it works, not a programmer or anything but it makes sense to me! But I thought let me just report it just in case! :)
Thanks for reporting, I was thinking about removing the feature to install natural body parts for some time, but I'm not quite sure if I should...

I had sparked a debate over this earlier with a straw poll and seems the consensus was to leave it as it is so that people can harvest from prisoners...
#14
Quote from: Tatte on August 29, 2015, 04:51:20 AM
So how goes the A12 version? I really like the idea of this mod, but just wondering what it does as of A12? Thanks!

Quote from Lord Fappington "v 0.8 - Updated for Alpha 12 -- only traits & lovemaking worktabs is implemented; will reimplement older features soon along with pawn pregnancy!"

;)
#15
A12c Hospitality (Thanks to Cebullus for providing the update!)

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