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Messages - Arnold Rimmer

#1
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 12, 2017, 03:16:09 PM
Hello DBurgDorf, i am getting this error: "Tried to place thing RottedMush823914 in a null map."
How did that happen? Do you need more info? What's a "nullmap"?
#2
Great... Now we need a mod that removes the ability to remove mods.
In this case, -this- mod  so we really really really won't be tempted to
remove the mod that removes the ability to toggle the developer-mode.

°breaks down on floor, sobbing helplessly°
Where will it end?
#3
°imitates low vibrating voice roaring through the netherworld as The IT picks up the sacrificial thursday delivery°
A nose...
ONE nose???
What is this? Three Items or less?
I expect, nay, DEMAND full, complete, chunky humans, you worthless, mortal... uhm... humans!!!
#4
EdB, you know stuff, is it possible -at all- to make a mod that works like prepare carefully,
but for the planetscreen? As an example:
1. click "select random site"
2. there is a button in the shape of a lock at the front of "terrain" in the terrain info window.
3. click that lock to enable it
4. click "select random site" again and now ONLY sites with the terrain you have locked are selected.
Same for all other "values" in that info window, but i personally would be most interested in Biome and Terrain.
I think, the game needs such a  feature just as much as it is unplayable without Prepare Carefully.
#5
mrofa, thank you SO much for bringing the slab bed back :D
#6
Outdated / Re: [A17] Tuning Fork
June 03, 2017, 03:34:03 PM
Yay! Thank You for this mod :)
It's darn annoying to always have to untick "allow rotten".
What idiot had THAT idea, especially when its a food storage-thingy? (rhetorical question...)
#7
Quote from: afairris on February 02, 2017, 06:28:23 PM
Hi EdB!
I'm sorry about this, Every time I try to load the mod, I get a big list of XML exceptions and the game won't run. I'm running A16, a fresh download of the mod from drop box and it's running on a Mac. This happens with several different mods, but not all, and the one I'm most interested in is yours. 
I don't know what I'm doing wrong. Could I get a hand? Also, my player.log file is too large to attach. Is there another way for me to attach it or get it to you?

Same here. De-installed my steamversion, deleted any left-overs, re-installed,
downloaded the latest EDB Prepare Carefully version and each time i press the
"prepare carefully" button, i get errors about RW not being able to create the EDB PC-menus.
I can press "OK" and play the game normally, but that's it.

Meaning, in my view at least, Rimporld is again unplayable with
that ridicoulus randomized system. Such should not be in a proclaimed
Colony "Simulator" as in a simulation one -should- be able to define
quite precisely what things/people/properties are present.

Additionally, no posts from EDB since 2 full months!
So... is this mod dead perhaps?
#8
Hello Dingo :)
Regarding "Autoclose Event Notifications":
Can you add a thingy in your mod's settings to control -when- the Notifications are autoclosed?
So we can choose something like "after [1] [3] [6] [9] [12] [18] [24] hours" or
even better a textfield where we can put in any number whatsoever.
#9
General Discussion / Re: When can we expect A16?
October 29, 2016, 06:08:31 AM
Quote from: Tynan on October 04, 2016, 04:34:12 PM
But yeah, A16 is a big update. Major structural changes coming, plus a LOT of polish and refinement and rebalance work. I'm making updates bigger now because version changes cause so many problems with compatibility.

"Major Structural Changes"?
@Tynan: Does that mean A15 mods will cease to work?
@CCL-devs: So it probably makes no sense at all to release CCL for A15,
instead wait for A16 to come out and start all over again, right?
#10
Outdated / Re: [A15] Where is Rich soil?
October 23, 2016, 11:45:33 AM
When can we expect the much needed "Where is the Geyser?" mod?
#11
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 09, 2016, 09:44:51 PM
Quote from: skullywag on October 03, 2016, 07:10:20 AM
This problem im sure is simply based on differences between peoples mod lists. It might work for me with my mod list but itll fail for you with yours and itll fail completely differently for someone with another modlist, which means the error is in core or an interaction with core some mods are doing.

I am confused and kinda startled.
Do you -actually- test CCL with active mods?
And then -adapt- CCL so it works again with said activated mods?
IF so... That would be horrible! Especially as it is a library, it should only be tested with Core.
What does it matter to if this or that mod makes problems, it is that mods creators task to comply with
the library mod the modcreator wants to use, not the other way round.
#12
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 09, 2016, 09:37:16 PM
Quote from: Dakkon on October 03, 2016, 04:26:03 AM
Ah the joys of coding. Running code of 2 computers and one throws errors, commits then downloads to make sure it's the same on both -> still errors. Copy and pastes the code directly from the working computer to the erroring one even though it's identical -> magically stops erroring. WTH!??

Re-downloads and the error is still gone never to be seen again... O_O

Teehe, Dakkon, yup, that's called SDCM... "Sleep-Deprived-Coder Mishap"
#13
Quote from: Canute on October 03, 2016, 02:21:25 PM
But i think spells are controlled by mind and should have a pretty hight accuracy

An Idea: The accuracy of spells depends on the mood of a colonist, so a colonists state of mind
actually has an effect on the power/range/accuracy of a spell.
Also, like in AD&D as an example, if you have no mouth, you cannot cast word-based spells,
or if you cannot use your arms (because you either have none anymore or cannot use them),
you cannot cast gesture-based spells.
This could lead to silence and paralyzing spells to counter wizards.
#14
Is this mod available anywhere else?
The Nexus maybe?
It seems that ad.fly wont let me download it, unless i exclude it from adblocker.
#15
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 02, 2016, 05:58:01 PM
Quote from: 1000101 on September 30, 2016, 02:31:46 PM
ASSUMING the single major bug is squashed RIGHT NOW, then expect a release of the library in about 7-10 days.
UNTIL that bug is squashed, which can take an indeterminate amount of time, the 7-10 days is rather meaningless.

The one thing that -is- actually important is -that- You guys still work on it, not -when- it's done. :)
Don't give in to the ADHD-kids!

Also: Even when CCL is updated, it surely takes the modifying people 1-2 weeks to update their mods,
be that from A14-with-CCL or A15-without-CCL.