Thanks. I'll see if I downloaded the wrong version earlier.
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#2
Releases / Re: [A17] Path Avoid
October 25, 2017, 03:31:11 AMQuote from: Kiame on October 12, 2017, 02:48:33 PMQuote from: nmid on October 12, 2017, 05:34:42 AM
I tried it out, but it makes colonists ignore their assigned / allowed areas
Hmm this should not be the case... Can you give me an example or screenshot showing a case where pawns are ignoring restricted areas?
If the case is there's a large room marked as 'strong' that would be the problem. This falls into the 7 or 8 weighted tiles case where the pawn will completely ignore logical pathing and make a straight shot through instead. In the case where a room should be marked as 'do not enter' put two or three 'strong' marks at/around the doors to the room.
Sorry, I missed your reply.
I'll load the mod again this weekend and get you a screenshot.
#3
Outdated / Re: [A17] DoorMat
October 25, 2017, 03:29:20 AMQuote from: Kori on October 23, 2017, 07:31:04 PM
Do you also use Cleaning Area and Prison Labor?
Nope. Don't use either.
These are the mods I do have:
Quote
Loading game from file Altairans memory with mods Core, HugsLib, EdB Prepare Carefully, Colony Manager, Hospitality, Harvest Everything!, PowerSwitch, Less Arbitrary Surgery, No Random Construction Quality, Quicksaver, No Mood Loss on Prisoner Sold or Died, Save Our Ship, Stack XXL, Improved Fire Performance, Rimworld Search Agency, Centralized Climate Control, Heat Map, LT-DoorMat, AllowDeadMansApparel, Animal Tab, Area Unlocker, The Birds and the Bees, Cooks Can Refuel, DeadMansClothing, Fluffy Breakdowns, Follow Me, Hand Me That Brick, I Can Fix It! Dev, LongRangePodLauncher, Medical Tab, Grenade Fix: Rearmed, Notifications Archiver, PetMute, QualityBuilder, Relations Tab, JTReplaceWalls [A17], QualitySurgeon, Research Scrollbars, Vein Miner, Work Tab, ED-Embrasures, Better Workbench Management, RimFridge - A17, Expanded Prosthetics and Organ Engineering 2.0, Force Do Job, WM Smarter food selection, WM Too Many Leathers, RT Fuse, RT Solar Flare Shield, Mending, Blueprints, [RF] Fertile Fields [a17], Dye Vat, Furnace, Tilled Soil, Miscellaneous 'CORE', and Misc. Robots
#4
Outdated / Re: [A17] Rainbeau's Fertile Fields
October 25, 2017, 03:23:47 AMNevermind, it was fine.
#5
Outdated / Re: [A17] DoorMat
October 23, 2017, 05:47:00 PMQuote from: nmid on October 03, 2017, 06:31:22 PM
Thank you
after using it for a while, I've found a slight issue.
The door mats work quite well in stopping dirt, but they require to be cleaned as dirt accumulates under them.
This is where I've seen the problem arise, as my colonists often get stuck after/before/during the cleaning process.
They end up just standing there + that's what is shown as their status.
I have to draft them, move them a square and then they get unstuck.
I love this mod, so any way that I can avoid this happening?
#6
Releases / Re: [A17] Path Avoid
October 12, 2017, 05:34:42 AM
I tried it out, but it makes colonists ignore their assigned / allowed areas
#7
Releases / Re: [A17/A16] RT Mods - updates are happening! (26.06.17)
October 11, 2017, 07:18:15 PM
adding my 2 cents for a A17 (or A18) update for Quantum stockpiles
#8
Releases / Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
October 11, 2017, 05:25:33 AM
Can you please explain Thermal Efficiency a bit more?
What does having a Thermal Efficiency more than 100% mean?
What does having a Thermal Efficiency more than 100% mean?
#9
Releases / Re: [A17] Trading Spot
October 05, 2017, 05:00:04 PM
```Could not find a type named TradingSpot.TradingSpot
Verse.Log:Error(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject: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.DirectXmlToObject: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__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
```
Found this error message while loading this mod.
Any idea what I can do to solve it?
Verse.Log:Error(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject: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.DirectXmlToObject: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__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
```
Found this error message while loading this mod.
Any idea what I can do to solve it?
#11
Outdated / Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - (Unofficial A4 Update on Pg 6)
July 25, 2015, 02:46:44 PM
Thanks...
but... A11d?!? I was gone for 2 weeks and we jumped 3 patches!
but... A11d?!? I was gone for 2 weeks and we jumped 3 patches!
#12
Off-Topic / Re: Count to 100 before Tynan posts.EDIT: New challenge 1000
July 12, 2015, 03:41:28 AMQuote from: Mr.Cross on July 10, 2015, 02:58:56 PM
*Cough* I will take the place of 730 *cough* Seeing as somebody screwed up along the way. If not well then I get 731!
Quote from: Z0MBIE2 on July 10, 2015, 07:56:36 PMQuote from: Mr.Cross on July 10, 2015, 02:58:56 PM
*Cough* I will take the place of 730 *cough* Seeing as somebody screwed up along the way. If not well then I get 731!
Yeah, you messed up you noob. 731, it's too late for you, EVERYBODY PUT ON YOUR SHAMING HATS.
lol!
He did say 731 too.
Everyone's wrong now. I say it's 743.
#13
Ideas / Re: Integrate the Pawn State Icons mod into the core game
July 09, 2015, 06:10:22 AMQuote from: skullywag on July 09, 2015, 04:31:36 AMAs it stands, it is optional.
I dont use this mod, anything that sticks to the colonists and follows them around and is UI should be optional.
Having it in the game, will mean the same thing.. and possibly have expanded use as well.
I envisage a hotkey with which you can toggle it to get a bird-eye's view and you can then switch it off for a cleaner world view.
#14
Ideas / Re: Hunting LOS (stop shooting each other) and in general
July 09, 2015, 03:07:41 AM
I haven't used work areas to limit my hunters.. and generally in my 6 man colony, my 2 shooters with rifles are the hunters.
I have had this problem too, stupid colonists.
I have had this problem too, stupid colonists.
#15
Outdated / guns usability, guns drop, guns on edb page
July 09, 2015, 03:04:57 AMQuote from: Shinzy on July 07, 2015, 03:34:41 PMQuote from: nmid on July 07, 2015, 01:21:14 PM
Ah...
so
<weaponTags>
<li>Gun</li>
</weaponTags>
will work fine for it to appear on the edb prep page?
while
<weaponTags>
<li>AdvancedGun</li>
</weaponTags>
causes them to destruct on drop?
I'm not a modder but this worked for me, when I set my hybrid MA37 in my Halo weapon pack.
I got the weapon to show on the edb prep page + it was on the ground from the starting drop pods. They might not drop from enemies, I haven't checked that yet.
Any clarification will help better my hac.. chea... understanding of the weapons
Nonono! advance gun tag will let some of the pirate mercenary pawns and spacers spawn with the weapon
gun tag lets almost every pirate or villager spawn with the weapon
if you want to remove the 'destroy' on drop thing from the weapons
you need to open the PT_Gunso.xml in the thingDefs of the mod
and remove the bit
<menuHidden>True</menuHidden>
and remove or change the 'true' to 'false' in
<destroyOnDrop>True</destroyOnDrop>
and if you want treaders to carry it you need to also remove the
<tradeability>Never</tradeability>
Ty.. now I know how to stop them from exploding + appear on traders.
Any tips on how to make it 'properly' appear on the edb page?