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Messages - AlphaMason

#1
Unfinished / Re: [A16][WIP] ocean biome stuff
July 30, 2017, 09:32:05 PM
Will this mod be updated to A17?
#2
I'm trying to put together a modpack and I made some tweaks to some of the mods, but keep getting errors when I try to move some of the crafting recipes to a different station.

Here is one of the errors i get:
XML error: <recipeUsers><li>MedTimes_BlacksmithForge</li><li>MedTimes_CraftingStation</li><li>CraftingSpot</li></recipeUsers> doesn't correspond to any field in type ThingDef.
Verse.Log:Error(String)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

I guess this is because the item itself can't be use to decide where it is crafted.  Anyways, I need to know which way I need to edit the files to get the items to be crafted on the stations I want.
#3
I don't know if it's a bug with my list of mods, but when I started in a cave biome the game failed to unhide the map.

Also, here's a list of all the mods a use:
HugsLib
Edb Prepare Carefully
Spoons Hair
FashionRIMsta
No Raid Storyteller
Fluffy's Breakdowns
More Mental Breaks
Psychology
Relations Tab
Blueprints
Animals Tab
Medical Tab
Work Tab
Follow Me
More Trade Ships
Clutter Hands
Colony Manager
Quality Builder
I Can Fix It!
Look At Me, I'm The Worker Now
Crafting Hysteresis
Step Away From The Medicine
Neutrainer and AI Persona Core Crafting
Luciferium Production
Glitter Tech
Improved Surgery
EPOE
De Surgeries (GE version)
A dog Said... No Crafting
A dog Said...EOPE patch
Medical Training
Silly Builder, Surgery is for Doctors
Misc Core
Misc Bees n' Honey
Fish Industry
Vegetable Garden
T's Extended Crops
Synthmeat
T's Raw Crops Thoughts
T's Extended Cloth
T's More Beds Cloth
T's More Beds Cloth - More Furniture patch
Goodnight - More Furniture and Medicaddons version
T's More Floors
Door Mats
Chicken Nest
Clutter Furniture
More Furniture
Medicaddons - More Furniture version
Pillows and Beanbags
Modular Tables
Misc Objects
MiningCo. MMS
Extended Storage
MiningCo. LaserFence
Clutter Structures
Bridges
Prepare for Fishing
T's Misc Stuff
MiningCo. Alert Speaker
MiningCo. ForceField
Misc Training
Practise Target
MIRV Artillery
Ocean Biome (Sd's version)
Caveworld Flora
Cave Biome
Misc Map Generator
Misc Map Generator Faction Base
Spaceship
Misc Robots
Misc Robots++
Misc MAI
Adv Pwr Gen
RTGs
Efficient Light
Temp Control
MiningCo. Power Fist
MiningCo. Mining Helmet
Hositality
Medieval Times
Research List  <---This mod I only use because the research tree doesn't fit very well on my screen with all my mods.  I'm hoping to fix that so I can stop using this mod.  I like the alpha-16 research tab better.
#4
Will this version of DeSurgeries get updated to alpha 16?
#5
Quote from: chumbaba on September 28, 2016, 04:24:56 PM
should I just alter this to the new version?
-edit on about file

<targetVersion>0.14.1220<


EDIT:
whoohoo I did it and it works.
feels like I got a level from total noob to wanna-be-modder
thx^^

I noticed this too in the about file and I quickly changed it and it worked.  Anyways, if and when are your other mods going to be updated.  I'd like to see Work Tab mod updated to alpha 15.
#6
Any chance we might be able to play Frankenstein in Rimworld.  It be nice to be able to bring your colonist back from the dead so you can put them back to work like drones or maybe even a full resurrection/restore but with a downside of some debuff(s) for example scars, slower movement speed, and/or etc.  Doctor skill and meds should be a factor in how good or bad the "revived" are.  I was thinking maybe brains you can craft with some kind of organic material that you grow in a vat or tank for example it could be called gray matter or another option where you use components to make some type of artificial brain/AI to revive your colonist after death, but before they turn to bones unless you replace all the parts expect the bones however you should be able to still replace bones if you want to.  Anyways, that's my suggestion.
#7
Outdated / Re: [A15] [MODLIST] ItchyFlea's Small Mods
October 02, 2016, 03:25:35 PM
Quote from: MarvinKosh on September 30, 2016, 08:48:00 PM
I noticed earlier on today that RTGs don't have a research requirement (Electricity). Tribals can build them from the start, though they lack the means to do anything with them. ;)

I have also noticed this while playing this mod.  It be kinda of weird having a tribal/medieval colony with a RTG generator.  Also, noticed that the medical training table isn't locked behind any research either.  It be nice to maybe see some integration with Medieval Times mod, like for example a medieval version of the table for early game and then a modern one for once you gotten the research electricity. It would be nice to be able to harvest body parts and organs after they have died, but not after they have turned to bones expect for the non-flesh like parts, like bionic parts and other things that wouldn't decompose as fast.  However, I do think it would probably fit better in the EPOE mod seeing how it was made for making bionic parts and the like.  Anyways, just a suggestion.
#8
Could someone do a wiki on this mod, because I have no clue what snow beets are used to make.
#9
Outdated / Re: [A14] ADogSaid - EPOE workbenches
September 13, 2016, 03:20:35 PM
Where can i find the alpha 15 version of this add-on?