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Messages - DracoGriffin

#31
I was planning to start a new colony to test all the various mod updates; already found an error just when I start up RimWorld.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Non platform assembly: data-0A6F1028 (this message is harmless)
Fallback handler could not load library C:/RimWorld/RimWorld581Win/RimWorld581Win_Data/Mono/data-0A6F1028.dll
Non platform assembly: data-0A6F2430 (this message is harmless)
Fallback handler could not load library C:/RimWorld/RimWorld581Win/RimWorld581Win_Data/Mono/data-0A6F2430.dll
Non platform assembly: data-0A700838 (this message is harmless)
Fallback handler could not load library C:/RimWorld/RimWorld581Win/RimWorld581Win_Data/Mono/data-0A700838.dll
Could not load UnityEngine.Texture2D at Things/Building/BatteryMk2 in any active mod or in base resources.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

MatFrom with null sourceTex.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Non platform assembly: data-0A704040 (this message is harmless)
Fallback handler could not load library C:/RimWorld/RimWorld581Win/RimWorld581Win_Data/Mono/data-0A704040.dll
Non platform assembly: data-0A709A58 (this message is harmless)
Fallback handler could not load library C:/RimWorld/RimWorld581Win/RimWorld581Win_Data/Mono/data-0A709A58.dll
Non platform assembly: data-09F80268 (this message is harmless)
Fallback handler could not load library C:/RimWorld/RimWorld581Win/RimWorld581Win_Data/Mono/data-09F80268.dll
Could not load UnityEngine.Texture2D at Things/Building/BatteryMk2 in any active mod or in base resources.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

MatFrom with null sourceTex.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


Looks like there is an issue with the MK2 Battery?
#32
Keep up the good work, Aristocat!

Really enjoy your mod; no way I could go back to vanilla.
#33
Quote from: JuliaEllie on October 28, 2014, 09:08:01 PM
The "bla" texture does no harm it only stands as an example how to NOT do it :D

Bla gene is very important in bacterial genetics; beta-lactamase ampicillin resistance.

... sorry, just useless information whenever I see "bla" instead of "blah". :P
#34
Might have to start a new colony soon for these changes.
#35
Oooh, like the idea of this mod.

Are things in walls yet?
#36
Yeah, sorry; I need to test with a colonist without Brawler trait to try to isolate results.

I'll see if I can get a save or something to share for replication/duplication purposes.
#37
Pretty sure since I like to capture tribals, raiders, and whatnot for organ farming.
#38
Hey skullywag,

I think the tazer is borked. I gave it to a Brawler (maybe a bad idea?) and basically, one-hit kills anything. The damage in the dead targets show the spasms/bruise but no one ever survives.

Maybe I should try with a non-Brawler trait colonist. Anyway, it's pretty great weapon (unintentionally) with a offset of having to be in melee range but I was really hoping for better incap chance than StunGun.

Also, maybe offset cooldown of StunGun (10s I think?) to a longer warm up instead? Basically after a colonist fires a shot from the StunGun, he's basically "stuck" even if told to move or undrafted or anything. I think it'd be nice to switch to longer warm-up, so I don't have to wait for the colonist to "unfreeze" himself from the mighty power of the StunGun's recoil?

(2s warm-up + 10s cooldown = 12s to 7s warm-up + 5s cooldown = 12s, or something?)
#39
Great concept mod; hopefully some other mods with more floors will incorporate. (Looking at you T-Mods!)
#40
Another request: incorporate Fast Floors by Igabod since More Floors has so many floors and extremely aesthetically useful.

Maybe stone for fastest movespeed increase/lowest beauty increase; wood is moderate movespeed increase/moderate beauty increase; and carpet as lowest movespeed increase/highest beauty increase?
#41
Hey Julia, since you're the Queen of Conceptmodsâ,,¢; would it be possible to have a "water hose w/ pack" or fire extinguisher?

Using "smoke trail" particle effect from More Weapons by skullywag, could simulate the visual effect of fire extinguisher or water if color changed. Just not sure if the effect of rain can be simulated in weapons fire.

Anyway, if possible, it'd be great to draft a colonist and then use weapon to "fire" (lol) at fire to extinguish larger brush fires quickly. Fire Extinguisher when fired at enemies could affect accuracy/eyes to "blind"; while water hose could simulate "melee" attacks from range to disrupt enemy movement/attacks, in addition to light bruise damage?
#42
Outdated / Re: [MOD] (Alpha 7) Glassworks V.II
October 25, 2014, 04:00:06 PM
This could be a really great mod; would it be possible to update the OP with more of the fine details? (Glass breaks, what's the beauty modifier, how does it affect light/rooms, etc)

Also, any interesting ways to use the glass that you've found would be neat too! (More Hair mod shows off tons of pictures and settings to really drive home the additions; even if it is "just" hair...)
#43
Yep, enjoying the hairstyles! More the better! :D
#44
Nice update! I wish the information tab would list the damage rate like weapons do (weapons have a stats tab that shows rate of fire, damage, cooldown, etc); would that be possible so we could easily know which is best for situations?
#45
Outdated / Re: [MOD] (Alpha 7) Synthmeat
October 24, 2014, 05:57:56 PM
Who says colonists can't enjoy meaty tofu?