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Messages - nguadien

#1
One of the most rage inducing mods for me.

I can build Grow zone pullers, then make long rollers chains from my grow zones to my stockpiles.

Then I cannot build even ONE Puller or Pusher. The game just repeat about how to properly build Pullers and Pushers again and again and again and again on too many ways, too many places without letting me build any Puller or Pusher.

Edit: I finally built one, as I deleted my Stockpiles many times and created new ones repeatedly, somehow the game allowed me to build Pullers.
#2
Releases / Re: [A17] Death Rattle (2017-7-18)
September 23, 2017, 10:00:21 AM
I would really love to install this mod...but its name reminds me of the horrow movie I most scared of (Ju-On). So I would never install it just to remember gim images whenever I play Rimworld...

And I would hate the scene of twenties of pirates downed but only 2 to 3 will survive...too hard for my prison.
#3
Can't live a single day in Rimworld without tis...

I am in love with the random buffs so much

I want every apparel, weapon from all other mods are INFUSED!!!
#4
Outdated / Re: [A13] No Diseases Mod
September 30, 2016, 06:07:24 AM
Thank you mandingo. Can you help me with the "No Cleaning Please" too?
#5
Thank you so much, mandingo
#6
Outdated / Re: [A14] No Cleaning Please! 1.0.2
September 29, 2016, 06:02:06 AM
I really need this for A15...
#7
Hell yeah this made me pissed my pants.

Damn as a fan of H.P Lovecraft I could not express my excitement enough
#8
Is this mod compatible with A15? I love this mod so much.
#9
Releases / Re: [A15] RT Mods - A15 is here! (30.08.16)
September 29, 2016, 01:11:01 AM
Report error: I build 20 quantum stockpile + 1 quantum ware in my huge stockpile zone.

After stocking many items, I start to notice my colonist not hauling any more items to my stockpile zone.

Even though many quantum stockpiles and my stockpile zone has a lot of free space, colonist stop gathering any goods until I make a new stockpile zone elsewhere.

It all seems ok until the same error happened again, and this time even when I make a new stockpile zone, no more items are stored or hauled.

So I tried to survive with all the items I stored, but my colonist refuse to regconize all the items stored in the quantum stockpiles. They will NOT grab items in those, and will NOT add items to any stockpiles.

Any idea how can I continue surviving?
#10
Outdated / Re: [A13] No Diseases Mod
September 29, 2016, 01:06:05 AM
Is this mod compatible with Alpha 15c?

I really hate diseases for my colonists and I want 0% of them present in my games.
#11
Once, I had a colony with 10 colonists.
We hunted most beasts, and bought many things from space ships.
We can live on for many years to come, but all my colonists' researching skills is 1 at max.

Then one day, a girl with the title Monarch and the name Fiona visited my colony with her mother, and was surprised so see that her research skill is 17. I had Hospitality mod, so I tried to recruit her, but she turned down the offer and prepared to leave my colony.

In a fit of anger, I snapped and drafted my hunter named Siegfried to closely follow the monarch. Right when her mother is passing by 5 turrets at my entrance, I order the hunter to arrest Fiona asap.

The mother, upon seeing this, brandished a triple rocket launcher and shot down Siegfried before she turned into a bee hive of bullet holes.
Needless to say, I have a new prisoner with a broken heart having a recruitment difficulty of 99 and a crippled hunter with a broken spine.

In the next 3 months, I changed the tiles in Fiona's room to the most beautiful tiles, bought a television for her, and finally a husky, letting it stay in her room.
I expanded her room to 80 space, made wooden walls, installed a bookshelf in her room, changed her bed to a royal golden double bed.

Still she always refused my recruitment offers. Then when I bought a new painkiller spine for Siegfried, I noticed that his negotiation skill is 10. Still much worse that my female doctor with 15 negotiation skill, but I tried to let Siegfried talk to Fiona.
After 1 month of talking, Siegfried persuaded Fiona to join our cause, and 1 month later, she is in love with Siegfried.

They are going to marry and Siegfried bonded with her husky as the husky's new master as well...

They are found 10 days later in theid bed...


dead because a horde of infestation decided to eat everything in my colony.

Note to self: Always place two turrets in each bedroom. Five for the monarch's bedroom
#12
Hi,

My memory is not so reliable, but currently I need your help in one thing.

In A12d, I recalled using your mod and in the Restriction Tab, there is a button called "All" so I can apply hour restriction and area restriction to all colonists.

In A13, I cannot find that button any more, so having 30 colonist right now is a pain, as clicking each area in each colonist in dire situations is very tiresome.

Would someone please help me and tell me how to have that button again? Thank you in advance.

#13
Report:
- If there is no zone for containing carts, colonists do not dismount carts at all. Right clicking these carts with items in them will show "No place configured to haul..." although I already had zones to contain these items.

- If there is a zone for carts, the same as omnix32's report: Going around with carts in the drop zone doing nothing else.

- Cart holds too little items. For such a large car, should hold more items (like, 8 items)

Yesterday 200 people raided me (3 factions attacked) and gosh, the work of cleaning their bodies after the battle is so terrible. It took me 4 days to haul all their bodies and all my colonists were haunted with Orbserved a corpse.
#14
After researching, I have nothing and nothing new.

So how to build the shiny things in this mod?

[attachment deleted due to age]
#15
Quote from: Ectoplasm on September 23, 2015, 01:44:02 PM
You have to buy them from traders, they're not craftable.

So if I cannot find any weapon traders, I have nothing but my colonists to defend against raids, manhunter packs, mad animals, scythers, etc....

Why there is such a ridiculously stupid mod like this? Why it must remove all auto turrets? Why manned turrets require stupid ammos that you cannot haul or craft normally?