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Messages - NemesisN

Pages: [1] 2 3 ... 18
1
Releases / Re: [1.0] Multiplayer
« on: December 25, 2018, 07:32:02 AM »
RimWorld 1.0.2059 rev1005
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Player's username: CODEX
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
......

Does not connect

You are using a pirated game that is why it does not connect. Username: "Codex" is a dead giveaway

2
Outdated / Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
« on: January 31, 2018, 09:53:17 AM »
Are pawns supposed to walk on lava or is this a bug or mod conflict ?

I am using Biomes! mod with this mod
https://ludeon.com/forums/index.php?topic=38312.msg393008#msg393008

3
Help / Mod Conflict (Trying to make a modpack)
« on: January 28, 2018, 07:54:31 AM »
Kinda trying to make a modpack of my favorite mods and the problem is I get a code that I don't understand so I can't tell what is conflicting with what here

Here is when I first start the game on main menu screen this pops out


And here is a error in game, where my units refuse to shoot at enemy pawns and keep constantly switching their weapons instead of firing (conflict with Simple Sidearms I guess)


Here is my mod list I am trying to put together
https://text-share.com/view/37468017



4
General Discussion / Re: Stop hauling Lavish meal to prisoners !
« on: November 03, 2017, 04:30:32 PM »
Nutrient paste dispenser. That is all.
doesn't fix the problem if the prisoner is unconscious due to pain or surgery, at which point best meals are hauled.

also I need them all to have shared room = fights and more chance of prison break

I rather have them in individual cells

5
Releases / Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
« on: November 01, 2017, 07:25:49 PM »
Is there a way something I can change to expand blueprint copy range to as much as I like ?

I had a mod conflict issue need to start over and I really don't want to lose my base design but I can't copy the entire base only smaller sections

I was hoping to copy paste my entire base using dev tool on a new game

6
Releases / Re: [A17] Locks
« on: November 01, 2017, 07:23:10 PM »
is there a way to disable the locks on clutter doors without removing the "door stuff" mod from modlist ?

I removed it but can't load my map without it....I did replace all custom doors with regular doors before removing the mod but still can't load

7
Releases / Re: [A18] Weapon Storage
« on: November 01, 2017, 05:27:54 PM »
This mod does not touch what a pawn is wearing

Do you have the Change Dresser mod - https://ludeon.com/forums/index.php?topic=35632.0 ?

That's probably what's causing the issue. I'll assume you're playing A17 at this point. There were two version of Change Dresser for A17, the original version and the BETA version. I'm going to guess if all yes so far that you're using the BETA version.

More than likely what's happening is the pawn has a battle outfit assigned to them. When they become drafted, the worn apparel tries to be placed into a Change Dresser, no applicable Change Dressers are found (due to filters) and are dropped on the ground. To fix this build another Change Dresser that accepts all apparel but set its Priority to Low (default value) so that no pawns intentionally store apparel in it.

If I'm completely off base let me know!

yup just had to enabled all clothes as check mark and he does not strip down....I had them disabled because I did not want to store clothes currently there

8
Releases / Re: [A17] Locks
« on: November 01, 2017, 05:22:37 PM »
If you have encountered a modded door, which doesn't work with locks and you would want it to work, it would be a good idea to mention precisely which door and which mod you are talking about. With a bit of luck, it might turn out that the problem is easily fixable. If not, the button might be easy to remove, making it clear that it will not work. Not telling which door you are talking about will more or less make sure nothing will happen.

Also even if nothing happens, some people (like me) would like to know which specific doors are incompatible with this mod.

Fences and Floors https://ludeon.com/forums/index.php?topic=26964.0
Clutter Mod https://ludeon.com/forums/index.php?topic=17610.0

I also use Diamond walls and doors and glass doors mod but I don't think that changes anything

YES....Clutter Mod -> Door Stuff has his own locking system so it collides with this mod...shame I really like those reinforced doors....but locks mod is lot better option

9
Ideas / Re: Must be added to vanilla at some point
« on: November 01, 2017, 04:12:07 PM »
As far as I know the game license says (more or less) that you can mod whatever you want but Ludeon is allowed to use any ideas or systems from any mod in the game without attribution or compensation to the modder who did it first.

I don't know how that stands legally, but I'm quite sure I read it in the game license.

The terms are here https://ludeon.com/rimworld/EULA.txt but I don't have time right now to re-read and confirm exactly what it says.

This is just logic, sounds right

10
Ideas / Re: Must be added to vanilla at some point
« on: November 01, 2017, 04:11:16 PM »
By that logic Bill Gates could give away any Software, that runs on Windows, for free. I don't want to derail the topic. I'm just pointing out that what you say makes absolutely no sense.

Ever hard of a joke ?

Fully disagree. The game is not feature complete. I don't want the Devs to waste time on "optimization" they will likely break in the next patch


You have mods for features

The key word is alpha. Alpha is for bringing out new features. Beta is where you start fixing minor annoyances.


I am not the type of person that gives "Alpha" as an excuse

How do you want to know how many people use which mods?


Reading forums, reddit, and other Rimworld community groups

11
Releases / Re: [A17] Locks
« on: November 01, 2017, 08:10:19 AM »
This works only with vanilla doors right ?

Because I have doors that are not vanilla and apparently "unlock" door for prisoners does not work the door needs to stay opened they don't use the door. And visitors go trough doors that I set as "Forbid visitors"

The only thing that works is "assign" option

12
Ideas / Re: Must be added to vanilla at some point
« on: November 01, 2017, 07:20:18 AM »
Tynan implements someones mod

They take legal action against him

Tynan shuts down the development of this game because of financial downfall

Now the modder screwed himself as he can't mod anymore this game

lol  ;D

13
Releases / Re: [A17/A16] Stack XXL
« on: November 01, 2017, 12:33:47 AM »
Suggestion

Add more size options to configure like

L, XL, XXL, 2XL, 3XL, 4XL

so we can separate more then just XL and XXL for example I want my recourses to be XXL, I wan't my drugs to be XL, and then I want my meals to be something even smaller but little bigger then default and I have no option for that

Good example I just had: I needed a little bit of steel all over the place for crafting location A, B, C and D but since I use XXL for my recourses which is steel as well all of it goes to stack to A and there is just too much on A....this is why more configuration option would be helpful

14
Ideas / Re: Must be added to vanilla at some point
« on: November 01, 2017, 12:19:02 AM »
I hope Ludeon has time to integrate more mods into rimworld..I assume legal/monetary issues are the white whale there..that said I play with like ~30 odd mods and none of them are the ones you are suggesting. I think a few of these like crafting hysterics are already implemented in the game.

I doubt anyone of modders would mind Tynan implementing their mods into the game to take legal actions

After all this game made it possible for them to mod it

15
Releases / Re: [A18] Weapon Storage
« on: October 31, 2017, 11:14:26 PM »
Every time I draft my colonist he drops all of his clothes, anything to do with this mod ?

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