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Messages - Ghizmo

Never mind. The question mark pops up after they arrive to their waiting destination!
The quest tells to right-click on the specific pawn, but none of the three pawns are right-clickable. This is my first time playing with Ideology active also, and the interactable pawns used to have a question mark with them. If that is still supposed to be the case, it isn't with this one. Screnshot attached.
meanwhile I started a new run cause I obviously died. Have not seen the issue re-appear since.
None :)
After the purchase of royalty it auto disabled all of the mods I used to play with, and I was fine with that. I like trying the base game before I get to mods.

edit: added the savegame
I've got multiple pawns that keep trying to clean the same tile over and over. And there is zero progress to be seen on the cleaning.
I can see there is 1x Dirt on that tile, and the yellow progress bar doesn't move.
Pawns aren't stuck luckily; Recruiting for combat and releasing get's them to go elsewhere. But they keep returning to the same unclean tile.
Maybe a mod would be so kind as to edit the first post with a note re-directing to the new thread? (If there is one)
Did you test a new map with new colony?
Outdated / Re: [A13] Aristocat's mods
June 30, 2016, 03:50:46 AM
The way RimWorld is supposed to be played.  8)
Quote from: Lady Wolf on June 30, 2016, 12:54:00 AM
This is nearly essential for other mods too. Some of them like, the expanded prosthetic and organ engineering require chars to have a min skill level in research in order to craft some items; so if you're no researching anymore, or are unable to research (due to finishing the research tree in a long running game) then you can find yourself locked out of the ability to craft things.

Thanks a ton for making this mod, def a must have for me.  8)

He said it! :D
Outdated / Re: [A13] Aristocat's mods
June 25, 2016, 10:44:05 AM
I love you :D
Outdated / Re: [A13] Aristocat's mods
June 25, 2016, 06:26:00 AM
I've tried two approaches to my existing savegame.

thx Aristocat,

I made a backup of the original Recipes_BionicProsthetics.xml file and saved your file as the new one. - I didn't think this would work because of the difference in content between the two files.
I also tried just adding your file as an .xml - unfortunatly that did not allow me to add a bionic foot or hand to colonists who already had the arms or legs.

So I thought, why don't these parts show up in the first place?
Could it be that the parts don't know to which other part these can be connected?

In the xml files it says:

Shouldn't there be the bionic arm in that list for example?
Or does the above mean that the fixedbodypart gets replaced with the bionic part.

Edit: A different way could be for the arm & leg recipes to have the feet and hands already attached to them and defined as such as well?
Yes that is what I got from your first explanation. But like I said, when I do that the resources flickers between the relay and the warehouse. :)
But it's OK like this too. Only a single resource stack will stay on the relay. Which is more than plenty for the workbenches to work with.
The transportation from the workbench -> warehouse works just fine.

It is the transportation from the warehouse -> workbench that doesn't work as I expect it to. Atleast not with the priority set to the same level. If both the warehouse and the relay have the same setting, the item keeps flickering between the two locations. Or even more than two, because I also had relays set up near the machining table, alloy smelter and weapons smith. They get swapped around so fast that my colonist was unable to grab the resource for the workbench I had a task set to be completed.
Outdated / Re: [A13] Aristocat's mods
June 24, 2016, 02:24:23 PM
Well, colonists can't wear rings without hands. You know? With the rings that give skill improvements.

Atleast I would like for a colonist to have normal legs and arms with feet and hands. Even if it is just for being able to fit boots & rings or it being aesthetically pleasing to my own thinking hahah. :P I think the added bonusses from the additional bionics would be nice too. :)

If you don't want to add it to your mod is fine with me, but could you then tell me how to do this myself?
Alright, that reads a bit more clearly.

Should there be a warehouse near the workbench?
Like for the Alloy Forge I built three relays next to the seat the colonist works. I've made a single stockpile zone with the exact same settings as the main stockpile zone/
I've allowed steel, platinum and cobalt. One resource on each relay. -> yet my colonist still moves all the way over to the main stockpile to grab the resources.

Edit: So I made the small relays have a higher priority and now there is always a stack of resources. I suppose this works :)