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Messages - asquirrel

Pages: [1] 2 3 ... 33
1
Mods / Re: How to tell which mods are slowing the game
« on: October 31, 2019, 09:42:04 PM »
Thanks for the info dude! :)

2
Sweet!  Thanks folks! :)

3
Hey Canute! Good to see you are still posting on the forums.  I think it might have been something on my end because eventually I was able to download. :)

4
Tried downloading it in firefox and with chrome.  The download never begins even after I click download.  Stuck at "waiting for drive.google.com."

5
I don't see a way to change the cfg file so it finds my mods folder.  The default .cfg file is looking in my c drive.  I don't know how to create a new one and the old one doesn't list a path.

How do I change the path so it finds my mods folder?

This is where my mods are located. 

Z:\SteamGames\steamapps\common\RimWorld\Mods

Thanks!

6
Mods / Mod that allows smelting to increase crafting skill
« on: October 20, 2019, 02:42:47 PM »
Anyone know of a mod that allows smelting to increase crafting skill?  When my pawns smelt, the crafting skill doesn't go up.  Also, does smelting increase any skill at all?   Thanks for the info!

7
Mods / How to tell which mods are slowing the game
« on: October 17, 2019, 01:07:10 PM »
Hi Folks,

I'm running about 220 mods right now and I'm wondering if there is a utility or another way to figure out what mods are using the most game resources.  It starts out fine but then quickly becomes a lag fest.  I'm running Runtime GC and use that when things start to slow down (regenerate avoid grids, reclaim memory, remove dead pawns).   Thanks for your help.

8
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
« on: January 22, 2019, 11:55:44 AM »
Is there a way to control sandsquids to they fertilize the zones I'm already growing crops in?  Thanks!

9
No surgery option for me to install diplomatic auxiliary AI on any colonist.

10
Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: November 13, 2018, 09:05:21 AM »
Thank you! :)

11
Thanks for the info!  I couldn't seem to find a fixed version of the guardduty & town hall mod. 
"also if if you are still wanting to Use their mods just remove the file from the patches folder named "betterGraphics" or just subscribe to the salvaged files:"
I just renamed "bettergraphics.xml" file to "bettergraphics.xmlbak."  I'll see what happens. :P

12
Support / Modded game assets not loading. Worked earlier today now a mess.
« on: November 09, 2018, 05:38:06 PM »
Getting what looks like all assets are not being loaded into Rimworld.
I was playing earlier today when my son wasn't on Steam.  Everything was fine.
I tried loading my game today when my son got online and was playing another game and have this mess.  I tried verifying files and Steam says the files are okay. I tried a new game.  I still get all those crazy nickle things on my screen.
I've played RW in the past while he's logged in.  Other than the nag screen we've never had a problem (he's on another computer in the house).

All the mods I have are on from the Steam workshop.
It looks like assets aren't loading.  Could Steam not allow assets to load if two people are logged in like this?  Why would it happen all of a sudden?  We've been doing this a long time (he plays his FPS games and I play my Rimworld).
Log file -
https://git.io/fpLKD

Screenshot is attached.   Help is greatly appreciated! :)

Edit - I checked to see what Rimworld files were updated today on Steam.  Only Medical IV's and Guard Duty / Town Bell.  Looks like Guard Duty and Town Bell have been removed today. :O 

Medical IV's
https://steamcommunity.com/sharedfiles/filedetails/?id=1424438685

Guard Duty - where it was

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=2ahUKEwj9mrvascjeAhUPSN8KHZfeDLAQFjABegQIARAB&url=https%3A%2F%2Fsteamcommunity.com%2Fsharedfiles%2Ffiledetails%2F%3Fid%3D1543368120&usg=AOvVaw0nlgydGqeYuEebpZYbmifT


13
Releases / Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
« on: November 08, 2018, 03:27:16 PM »
Thanks Dingo!  I was checking the game out today and suddenly realized it was added.  I think it is a bit different than yours because it doesn't show messages (just events unless you click on messages too).  Good to see Ludeon paid attention to your great mod! :)

14
Releases / Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
« on: November 08, 2018, 12:37:52 AM »
Any news to Notifications Archiver being updated for 1.0?  Will it be on Steam workshop?  Thanks for the info!

15
Releases / Re: [B18]DESurgeries - 06/12/17
« on: October 22, 2018, 11:00:51 PM »
Any news for updating to 1.0?  Will B19 work with 1.0?  Thanks! :)

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