oooh!
alpha clothes. For thirteen.
nice stitching mommy
alpha clothes. For thirteen.
nice stitching mommy
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Show posts MenuQuote from: roy2x on February 24, 2016, 11:10:12 PMWhat might have happened is that the context menu started to cut off some plants because it can't handle so many.
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Edit2: Okay so can anyone else confirm if cotton plant disappears from the plant list? I researched starting with Crafting 1 >Textiles 1 >Agriculture 1 >Medicine 1 >Agriculture 2 >Cooking 1 and it was fine until at that point where cotton bush is no longer available for growing after I finished Cooking 1.
Quote from: potter3390 on February 23, 2016, 05:30:41 PMNot planned right now. But I'll take a look
just to know, you aren't going to add man controlled turrent by chance? or the keybinding?
Quote from: Aracan on February 23, 2016, 08:15:14 PMFollow the installation instructions on the website. Read them again and make sure you followed everything correctly. I am fairly sure it will work then. If the setup script does not work, make sure to follow that part of the instructions. If you still have problems, post your output_log file. Are you on windows, mac or linux?
Hey Guys ,
I have bought Rimworld only a few days ago. Now i saw this awsome modpack and wanted to try it.
But it says the mods are incompatible with each other and stopped loading.
I have the latest version installed 0.12.914
Can someone please help me ?
--snip--
Quote from: potter3390 on February 23, 2016, 02:11:31 PMYou can try adding whatever mods you like. You just have to fix the bugs you introduce yourself. I can't support you with that.
I understand what you say, but since this mods are mostly include, i wanted to add micelaius for the keybinding option and turrets colection for the no automatics turrent, maybe i can use them whitout breaking this mod pack.
Quote from: Kitsune on February 23, 2016, 03:35:49 AMYou always post nice pictures, thanks!
And for the end, its "new-picu-time"! :3 And as always, at least 1 nudist. ^~^
Quote from: WinterFlare on February 22, 2016, 01:08:12 PMShouldn't be a problem. Would need recipes on the stonecutters table and the powered crafting table. I'll think about it, thanks for the suggestion
I wonder if it'd be possible to make it so stone blocks could be turned to sand, I've often deconstructed clubs and such by norbals (I really should start burning them) that have given me stone I don't use.
Quote from: Xiupan on February 22, 2016, 09:29:59 PMThanks
Just wanted to say that I really love your modpack and the new bots you put in! It has definitely satisfied my need for droids ever since MD2-Droids stopped being worked on! Thanks!
Quote from: Kitsune on February 22, 2016, 05:18:30 AMI am so sorry Kitsune, please don't be angry, ok?
I test some mmo's and shiny-duck-simon releases a bunch of new versions, how dare you! xD *grabs the new version and locks her door that no one can interupt her playing and mutters to herselfe* ... happy playing~~~...
QuoteEdit: Dont know if its already known but the description in the sand-crafting is wrong. It say's 20 sand for 1 chunk. But its only the description actually you get 30 sand. ^~^I changed it in the last version, so you don't have to mine an entire mountain just for sand
Quote from: Curgon on February 21, 2016, 01:50:17 PMTo quote wikipedia:
I still cant figure out how to make aluminum
Quote from: Cherna on February 21, 2016, 10:41:29 AMThe Infusion mod is coded to work only on humans. And as Norbals are technically not treated as humans by the game, infusions don't work on them.
Looks like I found a bug. Infused items didn't affect on my norbal colonists, tested on version 1.24.
Quote from: Cherna on February 16, 2016, 06:52:40 AMUnfortunately not, too much has changed. I suggest you finish up your colony on the oold version and start fresh with the new one.
Good job, thanks! Can we play with old saves after update?
Quote from: Astasia on February 16, 2016, 07:04:04 AMIt was a hard decision to make, don't get me wrong. And while I do like the MAIs, there were some issues with them that I found during my playthroughs. For one, the nanite repair thing was causing job errors when colonists tried filling it.
I feel like you are thinking of MAIs as a utility, something you build to do a job but don't really care about. To me they are full colonists, expensive to build, but with some advantages over other colonists. I don't think the utility bots are even remotely similar, and while the new ones are really cool, I don't understand at all why you'd want to remove MAIs.
Quote from: Kardek on February 13, 2016, 11:57:37 PMWell, I talked to Skully about his shields. He was very kind and made a patch for CR. With the modified .dll file the shield theoretically blocks the CR bullets.
Hi, just wanted to reach out and see if any there was any luck with progress on shield compatibility and combat realism (CR).
I've nearly overcome my apathy to take CR out to put some of the great shield mods in till its resolved but I'm hoping I dont have to
EDIT - Just wanted to say thank you for this amazing pack. Lot of great mods and really appreciate the effort bringing it altogether in a great experience!
Quote from: sojerboy08 on February 13, 2016, 08:21:18 PMI can't support you, if you add other mods to the pack yourself.
When I try to add the mending mod or high-caliber mod to this, the research tab is blank, and I can't research anything. Please fix, thank you
Quote from: Daketh on February 09, 2016, 10:59:55 AMDidn't have this bug for a long time. I thought it was fixed. Can you upload a logfile (and maybe savegame) with the error?
Has anyone run into a bug where a wounded and subsequently treated character refuses to work and their current action changes to "Standing"?
I've only had it happen in this mod pack, so I'm curious if it's a known bug.
Quote from: Plasmatic on January 14, 2016, 02:34:55 PMHad ED-shields in the pack. They need to be compatible with CR. Jaxxa made a compatibility patch for CR. This patch causes save game corruption. (You can build them, but if you save and reload, your game will semi-crash). So I removed them from the pack.
Love the overall way the mod plays, but theres something I dearly miss from other mod packs..
Shields.. and I don't mean personal shields, I mean buildings you build to keep your turrets from being kaboom when they one last guy can outrange them with a rocket launcher..
I've tried two shield mods I found on the forum, but neither seem to work..
https://ludeon.com/forums/index.php?topic=14192.0
and
https://ludeon.com/forums/index.php?topic=14135.msg186819#msg186819
Vas's (ED-shields) can be built, but the info text on the building is messed up pretty bad, (http://imgur.com/7DiJUXs) it won't show me the power usage, shield hp or anything.
And the one from Skullywags builds fine, but doesn't actually block anything... Bullets pass right through to my turrets, maybe I'm missing something..
Any help would be appreciated, I realize you are not the author of these mods, but I figure it could be something to look into, an optional extra if you will..
Quote from: cst89 on January 14, 2016, 03:01:13 PMYou created a shortcut to a shortcut (your screen 5 - D'oh!). It doesn't work that way on windows.Quote from: SURU on January 14, 2016, 06:42:46 AMWell, I believe that's what I did before. I used a vanilla installation (screen 1), without any other mods except Core included. The content of the MVP pack was unzipped with 7zip and its contents then copied (screen 2) right into the game folder, not on the desktop (screen 3). Setup created a shortcut right in the game folder (screen 4). When launched, it created the "RimWorld ModVarietyPack" shortcut. I launched the game with the MVP shortcut, changed a couple of settings, the mods were already active, then exited the game. Launched again with the MVP shortcut - everything is OK until now.
First of all you did it wrong and not according to the instructions. Do that: go to the game folder, delete all items in Mods folder EXCEPT Core, run game from the old shortcut, then exit. Now copy new Mods folder and SaveData(Yes to all) folder and SETUP file to the game folder(NO on desktop!), Run setup -> It will create shortcut with properties like -savedatafolder SaveData(you can check it with rmb), then start game using NEW shortcut, exit, run again and check. Mods should be activated at last after last run.
Don't expect miracles from this SETUP, it's just simple Windows commands, which don't distinguish if you copy it on desktop or to the game folder.
If it won't help make screenshots what you doing step by step and next i will give you mine.
After that, I moved/made a shortcut of the "RimWorld ModVarietyPack" shortcut on my desktop (screen 5), and launched the game. It seems that launching the game with replaced "RimWorld ModVarietyPack" shortcut from the gamefolder to the desktop "disconnects" from previously generated SaveData folder (located in the gamefolder) and generates a new SaveData folder in its new location, i.e. desktop (screen 6). All the settings were reverted to defaults (screen 7). This did not occur in previous versions, I played with a shortcut on my desktop without the SaveData folder being recreated on the desktop. Thanks!
Quote from: Kitsune on January 06, 2016, 01:56:27 PMHm, yea this can happen when the mods get changed (or loadad the 1st time). That's why I recommended to restart the game after loading the first time.
@Tivec: Had the same problem and fixed it the same way. xD Very very strange.~
So but i have another problem, in the outfit menu i cant find the cowboy hat and a few others. By the way above hats, i really really love the new seperation for the hats and the other clothing. ^~^
Quote from: TLHeart on January 04, 2016, 12:24:47 PMThanks for explaining TLHeart
do a manual installation then, just like you have to do with hardcore sk.......
(...snip)