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Messages - the_Sac99s

#1
Issue with Spaceship Mod:

I have a stockpile of silver right beside the beacon and the landing pad, 2000 of them but it still says not enough silver to pay for the partnership fee?
#2
Unfinished / Re: [1.0] Prison Labor
June 02, 2019, 11:40:23 PM
Hi, I was wondering why is there no area selections given for my prisoners?
I tried to create a new area but it's just blank

[attachment deleted due to age]
#3
Hi, could you work out another way to send items/pawns/pets up and down? It is really hard and troublesome to send Robots (Misc Robots++) or slaves down, and when none of your pawns are in the mines, you have to go to the world, then back into the mine to view them, would be very handy if a new interface is built. :)
Great job nevertheless.
#4
Unfinished / Re: [1.0][WIP] Real Ruins
June 01, 2019, 09:51:31 AM
I faced an issue where Quest_PristineRuins would always be 0 days.
Is that intended?
#5
There is some issue where Dothraki stays by his horse and died of malnutrition.

This is also present on cavarans(from different vanilla factions) to die of the same cause.
#6
Releases / Re: [1.0] Trading Economy 3.1
May 31, 2019, 01:38:41 AM
Bug:

Cavaran wouldn't leave, all dead of malnutrition.
#7
Releases / Re: [1.0] Trading Economy 3.1
May 29, 2019, 01:04:26 AM
Quote from: Ruisuki on May 28, 2019, 11:15:17 PM
Quote from: Tocato on May 07, 2019, 03:41:01 AM
using faction control makes each trading company its own faction, so it builds a ton of settlements around the globe. Any way to stop this?? As it is it makes the companies seem more like a civilization as opposed to a business
same question
Do you mean less of them generated? If you would like to have less,
go to def->factions and change the weight.
#8
Quote from: Canute on May 25, 2019, 03:58:58 AM
The CE patch is from a different mod author.
You should ask at the mod discussion about it.
Ok thanks :}
#9
Releases / Re: [1.0] Trading Economy 3.1
May 25, 2019, 12:52:51 AM
Quote from: the_Sac99s on May 24, 2019, 08:27:05 PM
Hi, I am experiencing difficulties with the mod and would appreciate some help.

So I am running
Core
JecsTools
HugsLibs
Adv. Animal Framework 3.3
Trading Economy 3.1


Log: https://gist.github.com/HugsLibRecordKeeper/2922b55ba75b97335e808dd4655af586

It has some cross ref errors for turrets and all that.

[attachment deleted due to age]
#10
Releases / Re: [1.0] Trading Economy 3.1
May 24, 2019, 08:27:05 PM
Hi, I am experiencing difficulties with the mod and would appreciate some help.

So I am running
Core
JecsTools
HugsLibs
Adv. Animal Framework 3.3
Trading Economy 3.1


Log: https://gist.github.com/HugsLibRecordKeeper/2922b55ba75b97335e808dd4655af586
#11
Hi, I am using this with CE using the Rimsenal + CE patch.
I am having a CE patch (MakeGunCECompatible) failed error.
My mods (in order):
Core
JecsTools
HugLibs
CE
Rimsenal
Rimsenal+CE patch


Log: https://git.io/fjBQZ


[attachment deleted due to age]
#12
Help / Trading Ecnomy v3 Errors
May 24, 2019, 03:26:07 AM
https://git.io/fjBE7- The log

*The mod list is included with the attached pictures.*

The main error I am concerned would be at line 4776 onwards as far as I can tell.

*Something around

~Could not resolve cross-reference: No Verse.ThingDef named Turret_Autocannon found to give to RimWorld.StockGenerator_SingleDef RimWorld.StockGenerator_SingleDef

I am fine with having line 4900 WalkblemMilitary (Trading Economy Mod 3.1) not able to sell,

~ Config error in FactionBase_WalkblemMilitary: Shell_HighExplosive tradeability doesn't allow traders to sell this thing

Though help with that would be very much be appreciated.

I have attached the mod list below.
Can someone teaches me how to insert a picture, I tried

Thanks alot :@



P.S The reds probably aren't the cause.

[attachment deleted due to age]