Quote from: 14m1337 on September 24, 2016, 05:36:58 AMYou can also decrease the accuracy of the tribesmen by roofing off the pillboxes you have and providing no light to them, darkness has a massive impact to accuracy but has no impact to the person inside the darkness
Maybe all my enemy tribesmen were damn lucky with their bows and pilas
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#151
Outdated / Re: [A15] Enhanced Development - 2016-09-17
October 02, 2016, 12:47:36 AM #152
Releases / Re: [A15] Phi - Multiplayer interactions between colonies
October 02, 2016, 12:39:30 AM
Load mods always after core
Have you restarted the game after applying the mod?
Have you restarted the game after applying the mod?
#153
Releases / Re: [A15] Phi - Multiplayer interactions between colonies
October 02, 2016, 12:17:14 AM
Did you load Phi before or after core?
#154
Releases / Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
October 01, 2016, 02:16:51 PMQuote from: Orion on October 01, 2016, 01:12:40 PMYeah, sorry about that, the memory increase was only from this mod, not the crashing :/
Then I can focus on the problems this mod is actually causing
#155
Releases / Re: [A15] Phi - Multiplayer interactions between colonies
October 01, 2016, 11:03:05 AM
You don't need CCL for this version
#156
Releases / Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
October 01, 2016, 09:10:26 AM
Lol I just figured out the issue with the crashing.... It wasn't your mod at all! It was P-Musics causing it to crash with out of memory problems, sure your mod may have pushed it over the edge by adding more memory (somehow...), but multiple players have reported that P-Music (the mod I have) causes crashes and Memory problems... Sorry about the whole deal!
#157
Releases / Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
September 30, 2016, 09:08:34 AM
It seems to fix my problems, thank you!
#158
Releases / Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
September 30, 2016, 08:55:19 AM
Okay sure! I'll test it now 

#159
Outdated / Re: [A15] Enlighten
September 30, 2016, 08:19:29 AM
Alright cool! You're already a mile ahead with this idea! 
Just a tiny question though considering I just learnt how dlls work, do you reckon it would be possible to add a severity def tag so the effects get worse after a while?

Just a tiny question though considering I just learnt how dlls work, do you reckon it would be possible to add a severity def tag so the effects get worse after a while?
#160
Releases / Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
September 30, 2016, 08:08:11 AMQuote from: Orion on September 30, 2016, 07:02:02 AMDon't worry too much about it though, it could just be a huge coincidence that it crashes with the map open. I don't want to put too much stress on you, considering you have already done a amazing job on these mods!
I'll see what I can find. I can understand how annoying this is, especially if you can't do anything to fix it.
#161
Outdated / Re: [A14] Vampires! (COMING SOON TO A15)
September 30, 2016, 12:05:11 AMSorry for necromancing my own mod right now...
But the Vampire mod is coming back!
Sorry for not getting this mod done fully, I did not have much experience in modding before this mod and this led to my downfall with this mod.
As I have a lot more knowledge on how DLLs work I am able to work on this a lot more and make this a completely new mod!
Be prepared to see this in a few weeks updated to Alpha 15
Anybody that was working on updating/improving this mod while this mod was dead can still go on with their work, I wouldn't even care if you posted an alternative version of this mod on the release page, you don't need to credit me to use this
#162
Outdated / Re: [A15] Enlighten
September 29, 2016, 11:42:58 PM
Hey notfood, since I am thinking of reviving my Vampire mod I was also thinking of adding in a light weakness system by using your Enlighten code to make it work, am I allowed to do that? I will give full credit to you as you are the original author of the code I would be using if you allow me to do this
.
.
#163
Support / Re: Can't Creat colony anymore !!
September 29, 2016, 07:04:25 PM
Did you restart the game like you are supposed to do after removing/adding a mod?
#164
Outdated / Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
September 29, 2016, 05:52:54 PM
I'll check it out to see if it is doable, don't count on me though since I have the smallest amount of modding experience
EDIT: Sorry but this wall of text overloaded me
, I'll leave the output log here so you don't have to test the outcome before editing the mod
Ignore the packets received at the start and end of the output, that's just another mod on which does not interfere with this mod.
[attachment deleted by admin - too old]
EDIT: Sorry but this wall of text overloaded me
, I'll leave the output log here so you don't have to test the outcome before editing the modIgnore the packets received at the start and end of the output, that's just another mod on which does not interfere with this mod.
[attachment deleted by admin - too old]
#165
Releases / Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
September 29, 2016, 05:20:04 PM
Sorry about my comment being kinda 'blunt', I was tired when my game crashed and I may have been peeved for just a simple report. What is weird is that I disabled DiseasePlus a couple of days ago, I noticed it in the output log but I put it off for some reason.
I think what made me think it was this mod was because the crash happened when I opened up the map on both occasions of it crashing, I just thought it was down to something about your mod loading up factions midgame but not placing them on the map so when I opened up the map it tried to reload the textures.
I really don't know what caused this crash considering my game has never crashed within the 2 years of playing Rimworld, so sorry if this isn't your mod's fault in this crash, all I know is my game jumped from 2.4GB to 3GB in allocated memory before the crash and when I removed this mod it went back to 2.4GB.
TDLR, I have no proof that this mod caused the crash but I have proof that it caused a 600MB memory issue, might have to keep checking to see if other players have the same issue
I think what made me think it was this mod was because the crash happened when I opened up the map on both occasions of it crashing, I just thought it was down to something about your mod loading up factions midgame but not placing them on the map so when I opened up the map it tried to reload the textures.
I really don't know what caused this crash considering my game has never crashed within the 2 years of playing Rimworld, so sorry if this isn't your mod's fault in this crash, all I know is my game jumped from 2.4GB to 3GB in allocated memory before the crash and when I removed this mod it went back to 2.4GB.
TDLR, I have no proof that this mod caused the crash but I have proof that it caused a 600MB memory issue, might have to keep checking to see if other players have the same issue
