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Messages - joaonunes

#361
Mods / Re: Mustache mod
May 23, 2016, 04:18:53 PM
Something like this? This is a "cheated" version, not really working yet, but at least they show up xD
#362
Quote from: RedPhoenix on May 23, 2016, 03:30:08 PM
Thanks, but updating didn't fix the issue.

Oh, and I'm also not able to be able to craft turrets....

with the new version installed send the logs again please
#363
Mods / Re: Mustache mod
May 23, 2016, 03:27:24 PM
There was an old mod, https://ludeon.com/forums/index.php?topic=9505.0 , which added different eye textures to help differentiate men from women, and it seems to be only texture files...

EDIT: You know what? Rimsenal's Hair pack is very similar AND updated to A13. I suck at image editing but I'll try to add some 'staches to pawns :D Maybe it'll be my first mod? :):):)
#364
Mods / Re: Mustache mod
May 23, 2016, 03:24:07 PM
Quote from: ConnivingCougar on May 23, 2016, 03:15:53 PM
Quote from: joaonunes on May 22, 2016, 07:57:35 PM
Quote from: HolyWinter on May 20, 2016, 09:30:01 PM
I "Mustache" anyone out the to please make this a thing.

...ehhh? ...Ehhh? 8)

Eheheheheheh xD seriously though... All the pawns look too similar and it freaks me out... They look like clones with different hair and skin colour, no extra features
I would agree with you

how hard can this mod be compared to, lets say, Combat Realism? :P
#365
Quote from: RedPhoenix on May 23, 2016, 03:12:18 PM
Here you go:

http://pastebin.com/FMUgA8Zz

lots of hospitality related errors...
try updating hospitality first, if the error persists then its something else... the current version is 1.13 I think...
#366
I agree that it is frustrating to not being able to see "small" mods because people keep posting on the bigger ones, even though some of them are for v12 or something... makes searching new mods more difficult, since there is not a list for updated mods as soon as any mod appears...
#367
Quote from: Zephalon on May 23, 2016, 01:08:17 PM
I deactivated all mods and only used EPOE (1.63). The social tab is still gone :(. Apart from this the mod works totally fine.

I don't understand why i am the only one with this problem :/. If it helps i can provide the log file (if there's one).

EDIT: I did generate a new colony for testing.

YES, log files are probably the most important things you should provide :P
#368
Quote from: skullywag on May 23, 2016, 12:31:03 PM

Kenny, would you mind if i used that for another building (which is a bed actually) i have mostly done for removing old bullet wounds, mrofa has already redone his original texture for me (see attached).

The second attachement (MedThingy.png) looks awesome :D
#369
Quote from: RedPhoenix on May 23, 2016, 12:43:54 PM

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>Darkness Revamp</li>
    <li>Clutter Misc</li>
    <li>CaveworldFlora</li>
    <li>FishIndustry</li>
    <li>Rimworld Westernization Project</li>
    <li>RTFTJ</li>
    <li>RWAutoSell</li>
    <li>LT_RedistHeat</li>
    <li>Hospitality</li>
    <li>HydroponicRoom</li>
    <li>Nightlings</li>
    <li>Trait Pack</li>
    <li>ExtendedWoodworking</li>
    <li>TilledSoil</li>
    <li>EdBModOrder</li>
  </activeMods>
</ModsConfigData>


can you provide any error logs?
#370
Mods / [Mod Request] Better Firefighting
May 23, 2016, 12:26:40 PM
So... you dropped from a spaceship, came from a glitterworld full of technology and futuristic stuff, but still put out fires by punching them...

Leems Segit, right?

My request is simple: I heard that a new firefighting system is being developed for vanilla, somewhere, but in the mean time, would it be possible to make a mod to add fire extinguishers? Like the one in here:
https://ludeon.com/forums/index.php?topic=11988.0
This one is not being updated anymore, and it would be nice to have something better to put out fires than the colonist's hands...

EDIT: I can't remember if I saw a similar mod elsewhere and can't find it anymore.... If there really is a mod similar to this, give me the link please :D
#371
Mods / Re: Some suggest with mod order?
May 23, 2016, 11:41:23 AM
look for EDB Mod Order, install it, and then we'll talk :) It's hard and frustrating to order any kind of mods without it
#372
Quote from: RedPhoenix on May 23, 2016, 10:26:57 AM
Quote from: AllenWL on May 23, 2016, 05:08:48 AM
If you're clicking on the pawn, then the ammo, but not getting the 'pick up' option, something is wrong with your game.

Yep, nothing happens.

This is the mod load order:
https://abload.de/img/2016-05-2316_25_53-ria7ujv.jpg

Could you post the mod order present in the file "AppData/LocalLow/Ludeon Studios/RimWorld/Config/ModsConfig.xml"? the picture doesnt show the full mod order...
#373
Translations / Re: Official: Portuguese
May 23, 2016, 08:35:43 AM
Quote from: Flying Rockbass on May 18, 2016, 09:57:16 AM
Hey MrRocket50, I was starting to work on the translations, if you want I can revise it.

I'm also Brazillian, and it should not become part of the portuguese translation, it should be a PT-BR translation.

I'll pm you

and this is why I never use portuguese ingame
#374
Quote from: Jaxxa on May 22, 2016, 07:57:24 AM
Quote from: laser_man6 on May 20, 2016, 06:55:55 PM
Quote from: Jaxxa on April 16, 2016, 02:44:51 AM


you do know you listed omni-gel twice right?

Thanks Should be Fixed now.

Quote from: joaonunes on May 20, 2016, 07:00:00 PM
Quote from: Jaxxa on May 19, 2016, 11:31:57 PM
Should have a Shield compatibility patch with Combat Realism up this weekend.

Looking forward to it :)

Released it now. Let me know how it goes. :)

As soon as I get back from school :)

EDIT: yup! working :D shields working perfectly
#375
To know if CR is working check these points:
- weapons have ammo, with new button to reload and ammo counter;
- ammo type affects damage, so while a 9mm should not do much to a pawn with a vest a .50 should probably kill or incapacitate him;
- if you have installed the CR compatible Historical Weapons, they too should have ammo system visible when a pawn has a weapon and is selected (buttons visible even when not drafted)

Have you tried reinstalling the weapons pack? And do you open Mods tab in the main menu before starting or loading a game? When you want to play a game you must NOT open the mods tab, as it loads whe mods in a different way to whats your current load order. This may not be the problem if those errors appear when you start the game...

Try to reinstall mod, there should be no problems at all... Maybe some file got corrupted or whatever...