For some reason my little Derps are preferring to eat the raw veggies from this mod instead of the nice fine meals I've been making for them out of tofu and beans... What is causing this? I don't think its nutrition value any more because the raw beans are 60% and the fine meals are 89% I think... This instance is the beans they're eating instead of meals, but I've noticed they do it with the apples as well. Haven't gone through all the veggies yet but I will in the near future.
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#361
Outdated / Re: [MOD] (Alpha 11) Vegetable Garden v3.0 Hurray for the update!
June 17, 2015, 11:15:15 AM #362
Outdated / Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
June 17, 2015, 09:40:49 AM
I've got Doids running on A11 fine with 27 other mods active currently... this list is an alphabetical from my mods folder and not my load order...
A few of those have been tweaked a bit to cross use features from other mods such as vegetable garden using the <thingClass> from ED - Plants 24H
Edit : Typos
Code Select
Back stories Core-7
Bulk Meals
Edb Mod Order
Edb Prepare Carefully
ED - Core
ED - Embrasures
ED - Laser Drill
ED - Omni Gel
ED - Plants 24H
ED - Shields
ED - Wireless Power
Floor Lights
Less Incident Trolling
LT Soiling
MD2 Base - 11
MD2 Droids - 10
MD2 Fortifications - 4
MD2 Industry - 7
Modular Tables
Modular Solars No Bar 1.10
More Vanilla Turrets
Pawn State Icons
Rimfire
RTGs
Side NPD
Vegetable Garden v3
Vein Miner
A few of those have been tweaked a bit to cross use features from other mods such as vegetable garden using the <thingClass> from ED - Plants 24H
Edit : Typos
#363
Outdated / Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
June 15, 2015, 12:26:33 PM
I tried to do a fan fix to make this work at least for me and it's a royal pain in the arse.... They completely garbled up the way textures are called for in A11 vs A10 to the point the game wont even start if you have something off... My skill / patience level are no where near high enough for this...
#364
Outdated / Re: [MODLIST] (Alpha 10) Latta's small mods : FixBone/Soiling/Gardening to A10
June 15, 2015, 12:23:10 AM
Any update for A11 for the soiling mod?
#365
Outdated / Re: [MOD] (Alpha 10) Tilled Soil v0.11
June 15, 2015, 12:22:28 AM
Update on this for A11?
#366
Outdated / Re: [MOD][A10] VeinMiner - Mine all the veins!! + STRIP MINE UPDATERINO (09.05.2015)
June 14, 2015, 07:14:31 PM
The core Vein Miner still worked. It was just the mine brush and all I did was stop the message from popping up. Like I said, this is just temporary for those of us who can't live w/o Vein Miner :p
#367
Outdated / Re: [MOD][A10] VeinMiner - Mine all the veins!! + STRIP MINE UPDATERINO (09.05.2015)
June 14, 2015, 12:18:40 PM
Mine is throwing the same error as harpo99999. It seems to only be the mine brush that broke in this update. I even tried re-downloading the mod again but still same. If you want to get rid of your error harpo, until a fix comes out, I just removed mine brush from the designation categories and added the new ones from A11 so they should work.
I hope Julia comes out with a patch soon because my "fix" isn't really a fix... it just stops the error message by removing the mine brush...
[attachment deleted due to age]
I hope Julia comes out with a patch soon because my "fix" isn't really a fix... it just stops the error message by removing the mine brush...
[attachment deleted due to age]
#368
Releases / Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
June 08, 2015, 08:21:38 AM
Not sure if its a bug or a conflict with one of the other mods I'm using (around 20ish) but one of my fishing piers works as intended when colonists fish from it. Colonist runs up to the pier and fishes, simple. The other pier (its neighbor) can be operated from anywhere on the map. The colonists never run up to it, they just fish on the spot wherever they happened to be when the job came up. One has fished from their bedroom, another stands in the freezer and fishes. Any idea?
#369
Releases / Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
June 08, 2015, 08:13:42 AM
Not to come across as a nit picky douche, but shouldn't the basin be an aquaculture basin instead of aquaponics? Aquaculture = growing of aquatic livestock. Aquaponics = growing of plants hydroponically using waste / excrement from a contained aquaculture tank as the nutrient solution. Aquaponics are great because the fish waste feeds the plants, and the plants clean the water for the fish. Could be implemented as a basin that's attachable to the tank to help reduce fungus occurrence or help maintain water quality, but it's likely far more of a pain in the butt to implement than it's worth.
I love this mod, I only just downloaded it last night so I'm still getting used to it
I love this mod, I only just downloaded it last night so I'm still getting used to it
#370
Mods / Re: [mod request] speed sale and buy from trader
June 07, 2015, 10:31:21 AM
The only "faster" sell option I know of from a mod is from Haplo's miscellaneous mod. You can hold shift while dragging to increase things 10 at a time instead of 1 by 1. It only works on items that stack together in the inventory though such as blocks and the like. I would like to know if it's possible to use the inventory screen interface to sell all of one type of item though. For instance if I want to sell all tribal wear, regardless of stuff type, quality, or durability....
#371
Outdated / Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
May 12, 2015, 11:55:53 PM
Call me crazy, but am I the only one who would love to see a clay / terracotta / ceramic (just to generalize since for all rimworld intents and purposes they can be simplified into 1 category) production line added? for instance clay bricks for walls and tiles, or vases and pottery for early beauty items and the like. I know that clay is a part of another mod but I really like this mod for having to start from scratch and work your way up in a much more in depth way.
Man kind has been creating bricks and ceramics for centuries so it just seems to fit as an early low tech kinda thing ( I guess sort of like inferior strength stone blocks, plus who doesn't like renewable resources?)
Sorry for being so long winded, I really do love this mod though!
Man kind has been creating bricks and ceramics for centuries so it just seems to fit as an early low tech kinda thing ( I guess sort of like inferior strength stone blocks, plus who doesn't like renewable resources?)
Sorry for being so long winded, I really do love this mod though!
#372
Outdated / Re: [MOD] (Alpha8) Colonial Marines (Hotfix. Well... kinda warm.)
January 13, 2015, 01:54:48 PM
Is there a way these could turn into thermal jumpsuits of some nature? As it stands my Marines can't wear their armour in the winter due to freezing lower body parts off...
#373
Mods / Re: Let's revive dogs in RimWorld with PROJECT k9 REBOOT!
January 13, 2015, 01:51:10 PM
You would deffinately get browny points from me for this ( doesn't count for much i know but <3 dogs )
#374
Outdated / Re: [MOD] (Alpha 8) Xtra Plants v 4.1 Olives, Sugar, Cherries + More Jan. 06, 2015
January 13, 2015, 01:26:15 AM
For the pie textures would you prefer a full pie or a slice? My vote is on a slice and have the recipe make maybe 6 of them for realism but I will go with what you prefer ( I was going to also say since not a lot of people would eat a whole pie in one go... but I would, and I do
[ Blackberry-Raspberry pie... Crap now I'm hungry! ] )
[ Blackberry-Raspberry pie... Crap now I'm hungry! ] )
#375
Mods / [Request] Add "Hack AI" bill to mechanoids' health tab
January 11, 2015, 11:34:26 PM
Name says it all pretty well.
I've always felt that since the addition of the "Shut Down" bill there needs to be a "Hack AI" bill added to convert the mechs to your side. It should require high research skill ( Crafting just doesn't seem appropriate ) and a chance to fail and blow up in your face ( Not in a lethal manner but enough to make it a pretty serious gamble ). Other things would be needed as well for balance such as a charging station of some kind and a high plasteel requirement for any repairs, perhaps even adding gold to the initial hack bill to be used as a super conductor for new circuitry to implement the hack.
I figure since it's possible to convert other factions to your side there should be a way to implement it for mechs no?
I unfortunately lack the skill required to implement this and am thus imploring those who might to at least let me know how easy or impossible this is going to be. As well as any ideas from others who think this is a good idea, or even if you think it's a bad idea? I'm hoping for a bit of a brain storm I guess?...
Cheers!
I've always felt that since the addition of the "Shut Down" bill there needs to be a "Hack AI" bill added to convert the mechs to your side. It should require high research skill ( Crafting just doesn't seem appropriate ) and a chance to fail and blow up in your face ( Not in a lethal manner but enough to make it a pretty serious gamble ). Other things would be needed as well for balance such as a charging station of some kind and a high plasteel requirement for any repairs, perhaps even adding gold to the initial hack bill to be used as a super conductor for new circuitry to implement the hack.
I figure since it's possible to convert other factions to your side there should be a way to implement it for mechs no?
I unfortunately lack the skill required to implement this and am thus imploring those who might to at least let me know how easy or impossible this is going to be. As well as any ideas from others who think this is a good idea, or even if you think it's a bad idea? I'm hoping for a bit of a brain storm I guess?...
Cheers!