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Messages - 123nick

#151
Outdated / Re: [A14] Miniaturisation Overloaded
August 05, 2016, 06:51:35 PM
i made a pull request for Telkirs Expanded Crops, it adds miniaturisation compatability too the model T cupboard and cooking stove.
#152
Ideas / Re: Please ... no more hop only beer ...
August 05, 2016, 06:28:16 PM
one of CuproPandas mod adds a way too make vodka, whiskey, and other crop-based alcohols, i think it was his Additional Joy Objects mod?
#153
Ideas / Re: Increase ram allocated too Rimworld?
August 05, 2016, 06:27:13 PM
is it possible, to make rimworld 64-bit? i remember how KSP had a hacky way of doing it, by replacing some of the unity engine files, or something, but i think it would make rimworld horribly buggy, or worse.
#154
Ideas / Re: Increase ram allocated too Rimworld?
August 05, 2016, 06:20:44 PM
Quote from: harpo99999 on August 05, 2016, 07:53:25 AM
32 bit windows programs on 32 bit windows are able to use UPTO 2gb of ram for the program AND data
32 bit programs on 64 bit windows are able to use UPTO 4gb of ram for the program and data

and

64 bit programs on 64 bit windows can use ALL available ram (and swapfile) for the program and data

BUT

currently rimworld is only a 32 bit program (and it is a LOT more involved than just re-compiling the source with a 64 bit switch in the compiler) so you have a MAX program AND data space size of 2gb(32 bit windows) or 4gb (64 bit windows)

it is often a resource leak(in either the program or the mods) that causes programs to approach the ram limits, but it might also be the map size being a factor for rimworld

you could be right, but when i played on 400x400 ingame map size, with mods, i didnt have nearly as many crashes. it probably is a memory leak, but i dont know what, and finding out would be impossible.
#155
Ideas / Re: Increase ram allocated too Rimworld?
August 05, 2016, 04:07:01 AM
Quote from: Reviire on August 05, 2016, 01:36:57 AM
Are you on a 32bit or a 64bit OS? I don't think Rimword has a set limit of RAM usage with 64 bit, it just uses it as it needs it. Are sure it's definitely running out of ram?

im somewhat sure, im running 64bit ,
error.log:

https://gist.github.com/2b0eb969d75a54bdca9bac85df2a6002

output_log.txt:

https://gist.github.com/2d89802219d1eb0843511be4c061c5c9

i dont know what could be using up soo much ram, besides maybe the MMS, it has some big texture files, like 2-3hundred kilobyte texture files.
#156
Quote from: T-Wrecks on August 05, 2016, 12:53:32 AM
Sarcasm?

I cant tell. D:

If it is though I feel hurt.

i dont think it is. i think the extractor looks great
#157
Ideas / Re: Neolithic Air Conditioner *Really works!*
August 05, 2016, 12:49:08 AM
cupropandas Powerless! mod adds in a way too cool things that is not power-dependent, i think its sorta realistic, and i think its neolithic. i mean, if you want cooling, that might work.
#158
Ideas / Increase ram allocated too Rimworld?
August 05, 2016, 12:18:43 AM
i play rimworld with a ton of mods, and it crashes a lot , due to it running out of ram, im pretty sure. so i wonder ,is there a way to make rimworld use more ram? or make it large address aware? i heard that sometimes helps, on occasion?
#159
hey, i think there might be a bug with unifier. im using core panda, and industrialization, with industrialialization loading first, and core panda second, but when i click on the bills button to add a bill to the unifier within the bill tab, i get a bug too the debug log: Created FloatMenu with no options. Closing. and there is no recipes available. also, industrialization floor tiles and cuprop panda copper floor tiles both have the same name, so it seems that industrialization is overwriting your floor tiles, which is a bit of a nuisance as the industrialization copper tiles dont have the cleanliness bonus.
#160
Quote from: Oragepoilu on August 04, 2016, 02:36:21 AM
@Nick

My bad, when I mean "with CLL", I was trying to say "really make sure that CCL is up to date", not "CCL can check if a mod is up to date".

thanks, but i updated my mods, and i think it works now. just to clarify, you can only have the guest- interaction tab with visitors, not traders or people passing by, right?
#161
hey i have a bug where i have 2 of each installation operation . im using this mod with EPOE, and dieters adog said EPOE mod, which lets you craft animal prosthetics at EPOE workbenches.

screenshot of the bug:

http://i.imgur.com/wVHytbP.png

mod list:

http://i.imgur.com/Z8gSSZi.png

http://i.imgur.com/Fc8TXgX.png

http://i.imgur.com/355FcE1.png

i am using the most recent a dog said on steam workshop, i unsubscribed from the old a dog said, and re-subscribed too the new one.





#162
hey does this mod change the name of the wardenning task too negotiate?
#163
Quote from: Oragepoilu on August 03, 2016, 05:32:35 AM
@nick sorry then, you might be forced to remove some of your mods and check each time if it show up again.

Here my list if it can help you; they works fine for me, so you can start by removing from your mod every one that is in my own list (as they works with hospitality). From here you should be able to remove lot of small mod of your own (that only add small thing), test, and if it doesn't works, remove slowly (and painfully) more mods.
    <li>Core</li>
    <li>729577707</li> CCL
    <li>704181221</li> misc core
    <li>724602224</li> misc robot
    <li>719702781</li> misc incident
    <li>717575199</li> misc training
    <li>704182588</li> misc map generator
    <li>730401034</li> core panda
    <li>715565262</li> colony manager
    <li>715565817</li> medical tab
    <li>725956940</li> expanded prosthetics and organ
    <li>725623521</li> more floors
    <li>Hospitality</li>
    <li>722085442</li> ed embrasure
    <li>730406032</li> zen garden
    <li>728314182</li> rt fuse
    <li>731434226</li> iron dan
    <li>731111514</li> mad skills
    <li>AllowTool</li>
    <li>Industrialisation</li>
    <li>727626696</li> mind altering device
    <li>[A14] Trait Pack 1.3.1.1</li>
    <li>DermalRegenerator-DermalRegenerator1.6</li>
    <li>ExtendedFabrics-ExtendedFabrics1.3</li>
    <li>ExtendedStorage-ExtendedStorage1.8</li>
    <li>NaturalFloors-NaturalFloors1.2</li>
    <li>ReclaimFabric-ReclaimFabric1.3</li>
    <li>RoofBomb-RoofBomb1.4</li>
    <li>728968976</li> redistheat
    <li>Apparello</li>
    <li>LT_DoorMat</li>
    <li>Ancient Amulets 14.00</li>
    <li>Cupros Alloys 14.00</li>
    <li>Less-Rebuff-1.0</li>
    <li>Clutter Furniture</li>
    <li>730597267</li> milder breakdown
    <li>Unifier 14.00</li>
    <li>729046669</li> distilled healroot
    <li>ED-ReinforcedStuff</li>


ps : as you don't use auto steam update, you might want to be sure that your mod are up to date, with CCL, if you didn't started by this yet.

i use the mods on steam, atleast, whenever possible. you can check how up-too-date a mod is via CCL?
#164
Outdated / Re: [A14] Miniaturisation Overloaded
August 03, 2016, 10:17:48 PM
this mod allows miniaturisation of vanilla objects, like standing lamps and sun lamps and such, right? like what this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=726372052  does right?

edit: nvm, found out it does  :P
#165
Quote from: notfood on August 03, 2016, 12:49:45 AM
Congrats skyarkhangel! Good job!  I'll try it now...

I was doing work to split CR in Inventory, AmmoRealism and AimRealism. Oh well, too late I guess.

i would GREATLY appreciate inventory.