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Messages - Lightbulb500

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Love the mods, they really make for great additions!

A minor issue with Smooth walls is that when a wall is designated for smoothing and then removed (e.g. by mining) before it has been smoothed the pawn that is attempting to smooth the now absent wall freezes and the console produces a string of errors related to the job that now can't be completed.

Other than that I haven't run into any other issues!

Outdated / Re: [A12] Vegetable Garden v3.1a The Hotfixes begin!
« on: September 07, 2015, 02:54:14 PM »
Just as a heads up, colonists can use a medical drink to preform an operation.
I have a feeling its to do with its definition as a medicine, I changed its definition to that of a meal (like the core game's beer) and that removed the issue without affecting the health effects of the drink itself.

Love all the additions!  ;D

Unfinished / Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
« on: September 07, 2015, 09:13:10 AM »
Another thing I have come across is way in which you redefine the human race to add the thyroid gland plays havoc with compatibility with other mods that add bionics\surgeries.

Perhaps if you reverted to the standard body definitions and have the thyroid implant install to the neck? A bit less immersive granted not to mention a bit of a hassle to change but would make it get along better with the other mods in people's load order. Just a thought  :)

Unfinished / Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
« on: September 06, 2015, 05:46:24 PM »
Sounds excellent!

Unfinished / Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
« on: September 06, 2015, 04:06:51 PM »
Really enjoying the Alpha 12 update!  ;D

Just a small thing, I noticed that when the UNSC module was loaded I would get a couple of red error messages about Human leather.
Did a little digging using comparisons to the xml files in the core games and it turns out its an easy fix.

I added the line:

To the Races_Humanoid.xml file at the end of the <statBases> section and that sorted the issue!

Unfinished / Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
« on: April 09, 2015, 11:08:04 AM »
Just wanted to say that I am really loving all the progress that's been made!

The mod has become a must for any of my playthroughs  ;D

Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
« on: March 12, 2015, 07:34:55 PM »
That's great to hear  :D

I have also run into Famous Shoes' error as well unfortunately, though I think I may have the source.

I believe it is something to do with the new mechanoids that spawn in some of the cryptosleep shrines as it was when I encountered one of these that the error appeared. I had previously been raided by a group of crawlers without any errors showing up.

Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
« on: March 12, 2015, 07:05:52 AM »
I am yeah, will try again without that mod active when I get home

Update: Disabling Outfitter fixed the issue  :)

Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
« on: March 11, 2015, 01:50:32 PM »
Reloaded a save before the bug occurred and repeated.

Here are the error messages.

Hope it helps!

[attachment deleted due to age]

Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
« on: March 11, 2015, 12:47:57 PM »
The new version has solved the no cover errors perfectly but I now have another issue  :(

When reprogramming a crawler, the reprogrammer gets stuck in a loop producing an infinite number of crawlers one after the other from the same original wreck and AI chip.
Drafting them doesn't solve the problem either - it just resumes the instant they undraft

Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
« on: March 09, 2015, 12:30:56 PM »
Ah, I think I know how it's happening. It's on the list now.

Great! Thanks for the quick response  :D

Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
« on: March 08, 2015, 11:36:44 AM »
Just as a heads up I'm getting some errors running the Alpha 9 version

These are from a new game with a fresh world - with the usual Rimworld reset between activating the mod and playing

I do have a fair few other mods running so it may be a compatability issue

[attachment deleted due to age]

Outdated / Re: [MOD] (Alpha 8) Hermit's Farm Mod (v0.04) (26/01/2015)
« on: February 15, 2015, 06:04:47 AM »
Problem with this mod and CaveworldFlora. If this mod is lower position than CF - then Shrooms will look like crops, and if higer - crops will look like shrooms

I run them together without any problems

Have you restarted the game after after changing your load order? That usually solves any texture related problems

Unfinished / Re: [WIP] (Alpha 8) General Halo Mod (Updated 15.1.2015)
« on: January 23, 2015, 10:04:28 AM »
Oh dear!  :-\

Hope you get your computer issues sorted!

Outdated / Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
« on: January 21, 2015, 06:31:06 PM »
Thanks for the quick update!  :)

Will try it out tomorrow

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