You can leave kibble on an inside stockpile near your animals, as long as you designate the area to be available for your animals, they have no qualms about walking into a windowless, dark booth to eat. AFAIK, kibble doesn't need to be refrigerated, might have changed with A14 though, need to check.
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#2
Releases / Re: [A13] Rikiki's Miscellaneous (25-05-2016)
June 05, 2016, 11:10:42 AMQuote from: Rikiki on June 04, 2016, 11:46:40 AM
All right! I was investigating in my source code but it will save me some time!
Do you still get an error message like this?Code SelectSystem.NullReferenceException: Object reference not set to an instance of an object
at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
at CaveworldFlora.MapComponent_CavePlant.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
I have updated Caveworld flora to V13.2 to improve robustness.
Hi Rikiki,
I'm seeing this exact error. After moving this mod near the top, the exception error stopped showing up on start, but still shows up after loading or starting a colony.
[attachment deleted by admin - too old]
#3
Outdated / Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
August 10, 2015, 04:03:29 AMQuote from: skullywag on August 10, 2015, 03:57:28 AM
Its coming. Base level stuff is now A11 compatible. Im rewriting the spread code again (ill never be happy with it lol). Itll be released soon....
Yay! Thanks Skully!
#4
Outdated / Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
August 10, 2015, 02:33:24 AM
Skully? Don't go back to sleep please Skully? Skully, are you there??
...for some reason, I feel like Mulder...
...for some reason, I feel like Mulder...
#5
Outdated / Re: [A11] Darkness
July 22, 2015, 10:34:21 PMQuote from: InfiniteRemnant on July 22, 2015, 09:00:41 PM
does this work correctly with A11B/C or is it just for A11?
It works for 11B, aside from the aforementioned odd transitions. Will test it out on 11C once I have the time and post back here.
#6
Outdated / Re: [MOD] [ALPHA 10] Cryptohax Cryo Charges FML edition - JuliaEllie (23.04.2015)
July 18, 2015, 06:02:07 AM
Any luck we can get this updated to 11B, Julia? Pretty Please?
#7
General Discussion / Re: Milk her? I hardly know her!
July 12, 2015, 10:29:00 PMQuote from: WickedGoddess on July 12, 2015, 10:12:51 PM
And men are stupid on the internet when we talk about breasts and what they are for....+1
It is part biological, part social cues and part cuz we're all pervs.
#8
General Discussion / Re: "Nuzzle Powers"?
July 12, 2015, 09:41:20 PMQuote from: Raufgar on July 09, 2015, 09:23:47 PM
...I don't know why, but this just hit me :
Added nuzzle: ...and have different "nuzzle powers"...
*KISS*
#9
General Discussion / Re: Milk her? I hardly know her!
July 12, 2015, 09:39:08 PMQuote from: leax256 on July 10, 2015, 09:01:51 PM
Fun fact: Human milk does not contain enough fat content to make cheese from.
Well, not for lack of trying...
#10
General Discussion / Re: That's mighty cold...
July 12, 2015, 09:33:18 PMQuote from: baekdal on July 12, 2015, 06:54:25 PM
It is so cold outside that when the smoke comes out the chimney it would freeze solid, and we have to bring it back inside and thaw it out so it could blow away...
Let's just say you don't want to have someone walk across the map. They will never make it (including visitors)
I already see this happening at -70C...I make little tunnels for my colonists to traverse to outlying locations. Gonna have to start using the conveyor mod soon...
#11
General Discussion / Re: Can you do anything with Bones? Besides bury them?
July 09, 2015, 09:26:05 PM #12
General Discussion / Re: RimWorld change log
July 09, 2015, 09:23:47 PM
...I don't know why, but this just hit me :
Added nuzzle: ...and have different "nuzzle powers"...
*KISS*
Added nuzzle: ...and have different "nuzzle powers"...
*KISS*
#13
General Discussion / Re: RimWorld change log
July 06, 2015, 09:52:53 PMQuote from: user7 on July 06, 2015, 02:46:29 PM
Today's animal changes seem interesting. As long as taming isn't too unrealistic, being able to breed certain animals or use animals for defence sounds good.
Raiders have landed! They are making their way to your colony! They head towards your muffalo pen! Your muffalos nuzzle the raiders! Raiders leave after being overwhelmed with cuteness!
#14
General Discussion / Re: Crash Landing Mod - Ice Shelf Survival Challenge
July 06, 2015, 08:55:50 PMQuote from: mrofa on July 06, 2015, 04:40:41 PM
Elixiar thats not much of a challange, main danger of the ship parts is fire, and since on ice shelf you dont get any plants nothing will burn so your left with additional resources insted of challange.
I would stick with Headshotkill suggestion and look for map where summer is around -20 -30 so in winter you actually need to squeeze alot from your heaters
...Fire will burn your resources before your freezing colonists can put them out in time, not to mention the dropping of ship parts on your enclosure/cave. If you are really unlucky, a reactor will drop and you'll get frozen, burning & irradiated colonists.
I just played this. Only one survived the initial drop. In a 3 x 3 hovel. And a pile of packaged meals. Did I mention I see wolfies now?
#15
Outdated / Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
July 05, 2015, 11:35:11 PMQuote from: skullywag on July 03, 2015, 12:00:03 PM
Randomly i opened this sucker up last night and starting the update process. Its a VERY large mpd so bear with me, i also have some thimgs i want to refactor. Hopefully it wont take too long but yeah this wont work on A11 currently.
YAY! Soon, I can unleash creeping hell on my colonists again! Thank Skully!