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Messages - Kittamaru

#1
I am unable to get this to download - it just sits forever...?

EDIT - nevermind, it did finally download. Seems Google is just running slow at the moment?
#2
Unfinished / Re: [1.0] Prison Labor
January 07, 2020, 11:34:22 AM
I am getting the "Resocialization Request" notifications, but when I click it, there is no option to accept/deny - only to go to it or close it. I can't click the prisoner and do anything with it either. Am I missing something?
#3
Bugs / Re: [1.0] Part Afflictions in Wrong Parts
October 26, 2018, 07:46:13 AM
Looks like it's EPOE -

https://www.reddit.com/r/RimWorld/comments/9r86lb/wait_what/e8fkndw/?utm_source=reddit-android

QuoteDiokana
2 points
ยท
19 hours ago
It's 100% EPOE. The newest update removed individual ribs which caused the status effects on body parts to be shifted around. I ended up with multiple colonists missing legs and even had one still alive while missing his heart.

The mod creator has uploaded a legacy version which should fix the issues, and there are a few workarounds that people have found.
#4
Bugs / [1.0] Part Afflictions in Wrong Parts
October 25, 2018, 08:41:18 AM
Noticed a few of these on the RimWorld Reddit, didn't see any posts here so... here we go!

Gut Worms in the Eye


https://old.reddit.com/r/RimWorld/comments/9r4r9g/noriko_you_got_something_in_your_eye/

Hearing loss in fingers


https://old.reddit.com/r/RimWorld/comments/9r86lb/wait_what/

People have been reporting these kinds of oddities on mostly vanilla games so... not really sure.

I haven't personally seen it yet, but if I do, I'll provide more information!
#5
Releases / Re: [B19] ZiTools
October 01, 2018, 07:50:22 AM
This looks really cool! Does it work with items added by mods (plants animals, etc)? Sorry if you already said - on mobile at work at the moment!
#6
Are the steam versions being updated as well? Just curious :D So far, I only see B18 versions in your workshop :D
#7
Mods / Re: [Mod Request] Specific Ceiling Lights
September 12, 2018, 10:49:31 AM
Ah, dang - and AJO is currently in a weird state, from the looks of it.

Ah well, least I know where it comes from now :D Thanks!
#8
Mods / [Mod Request] Specific Ceiling Lights
September 06, 2018, 09:11:16 AM
Alrighty... in B18, I had found a mod that added ceiling lights in three varieties - they were small, medium, and large chandeliers (1, 2x2, and 3x3 respectively) that added beauty, could be made of various materials, and could be placed above other objects.

I... can't seem to find it (or even remember the name of it!) at this point. I've found a few mods that add ceiling lamps, but the problem with them is that, if you have an object (say, a chair) there, and install the ceiling lamp, the pawns uninstall the chair first - you can't have them in the same spot as other items! Plus, they aren't visible (they turn invisible after being built) and don't add beauty.

Anyway, was hoping someone with better memory than I might have a link to the mod I used to use!

I can't recall if it added anything else... I had a lot of mods hah.
#9
Any chance for a Steam Workshop release? (at work ATM, so can't access GitHub d'oh!)
#10
Quote from: Kirby23590 on July 09, 2018, 06:16:49 AM
I don't know if this is either good or bad. ( The Event or incident. )

But i'm sticking to good. Since it's free meat and beaverskin leather does look nice for looks & for selling. (Which unfortunately is turned into light leather in v1.0, but still good for selling.)

I don't know i where you if there's beaver coming in to eat your trees in a arid shrubland. I would wall of the trees in my growing zone in my colony to avoid them eating them. Luckily you should stick with stone walls or metal & stone doors if you're going in mid or late game.

I can't seem to find reference to this at the moment (the light leather thing) - can you provide a link? I'm curious what changed.
#11
Quote from: dnmr on July 10, 2018, 01:34:39 PM
my dogs are still exploding on IED traps https://i.imgur.com/oW8J33r.jpg

This can't be intended behaviour, right?

... for some reason, this made me laugh out loud at work... just, the thought of it...
#12
Just wanted to check and see if this was still in active development? It looks awesome - I can't wait to try it with Release 1.0!
#13
Mod bugs / Re: Builders won't build?
June 03, 2018, 04:11:40 PM
I figured it out haha!

It's the Prison Labor mod - I didn't read the "Prisoner Work Zone" description correctly, and wasn't aware it allows ONLY prisoners to work in those areas.

D'oh!
#14
Mod bugs / Re: Builders won't build?
June 02, 2018, 08:50:48 AM
I'll give it a shot! What's weird is I don't get any errors popping up that I see - I've got to head to work in a bit, but I'll try and capture some of it ASAP.

As for enabling/disabling mods... ouch, that's going to suck to do, mostly due to making sure I re-enable in the right order. Wish we had a mod manager ala NMM hehe. I'll give this a shot after work today though!

A bit more info:

At first, everything works just fine. It seems to happen randomly, with no apparent (at least, not that I can find) cause. Certain work items still work (hauling, for example), but others (like construction) seem to become entirely optional.

I attached the output_log.txt and my modsconfig.xml



[attachment deleted due to age]
#15
Mod bugs / Builders won't build?
June 02, 2018, 07:07:52 AM
I run into an issue rather frequently where, for no explainable reason, my builders simply... refuse to build. If I manually click on each item (say a wall) I can get them to do it, and I have the resources (in this case, I'm trying to deconstruct some walls to replace with the standard wooden walls) and they just ignore it. Even if I remove every work task except construct, and limit them to that area, they just... wander around as though they have nothing to do.

It's game breaking, because the amount of micro-management becomes impossible.

I've got a number of mods, though I don't know how to find the mod list in an easy format to post; however, it works for a while and then just stops... restarting the game does nothing, only starting a new colony seems to fix it :(

I don't even know how to begin troubleshooting this... help!?