Menu

Show posts

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.

Show posts Menu

Messages - Demonlord091

#76
The Image says it all. Do I really need to say what the problem is?  :P

I would assume this is from your mod, since the vanilla trees seem to be functional. There are 2 screenshots of the log that might pertain to this issue, so I may have to double post in order to show them.   :(

Any help/ advice would be greatly appreciated.

[attachment deleted due to age]
#77
I swear I do this at least once an update. Download a ton of awesome-looking mods and then find an arseload of problems with them.

I think at least one of these is related to your mod, I'm no programmer (not even close) so I'm just guessing since it says Advanced Gun Turret Research in there.

Any ideas? Or should I just stop installing crap at 3am.  :P


[attachment deleted due to age]
#78
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
December 18, 2014, 12:36:17 AM
Quote from: JuliaEllie on December 17, 2014, 05:58:12 AM
Quote from: Berengar on December 17, 2014, 05:48:59 AM
Arghh... an warhammer mod would be epic!
Intressting that no one ever start something like that..
[snip]

*cough cough* Blood Pact *cough*

I would love to make a WH40k mod but my list is too long already and I also caught a cold or maybe even the flu


Yes, Blood Pact was pretty cool when it actually worked.  Real shame you discontinued it.

I was one of the ones it did Not work for, but I have a stronger PC now and would have liked to try it one last time.

This mod does seem interesting though, so it's worth a shot.
#79
Always loved these mods, but they won't be as fun without MAI.  I'll wait until the little robot is repaired then download everything again.

Keep up the good work.
#80
This looks pretty neat, even has some fancy graphics for the workstations.

Hope the manual is detailed, first I've ever seen a Rimworld mod for mining asteroids.

Worth a shot.
#81
QuoteThe blood pact trait also doesn't gets added to the colonists. Maybe that's the problem.

That's the reason I attempted to use the EdB Prepare Carefully mod.

Unfortunately making colonists members of the Blood Pact by adding on that trait does not fix the problem of Pact Strength not increasing with sacrifices.

Added in a few more detailed screenshots of the Error Message. Four images are too large so I'll split them between the two posts if possible.

[attachment deleted by admin: too old]
#82
After switching off every mod I have and starting them up again one at a time, I seem to have found a compatibility issue between this mod and JuliaEllie's Recipe Nurse mod/ tool located here - https://ludeon.com/forums/index.php?topic=6640.0.

If you activate the Nurse mod/tool while your Prepare Carefully mod is activated the button for body part harvesting/ replacement stops working.
You can poke it for hours and all it will do is lag the game for a few seconds each time.
Oddly enough there are no Error messages in the logs saying what exactly is going wrong, just the experience itself.

Both are still very fun/ useful mods though.
#83
Same here, Scourge.

20 Skull Posts, 20 Bloody Art, 20 Skull Piles, 10 Sacrificed Jars of Blood, 10 Blood Leaf, 10 Human Skulls, and 30 semi-fresh corpses.   0 Pact Strength.

I think we can safely say we have an Error.

Also found a compatibility issue with the Recipe Nurse. Seems if you try using the EdB Prepare Carefully mod located here:https://ludeon.com/forums/index.php?topic=6261.0    the button for harvesting organs and replacing limbs stops working.  You can poke the thing for hours and all it'll do is freeze the game for a few seconds.  No Error message in the logs for it though.

[attachment deleted by admin: too old]
#84
The Gibbet cage from the very first version of Rimworld (and quite a few after it) might be a good fit with this mod.

You could stuff the animals you don't eat in them since they can't be sacrificed, freak out your visitors and prisoners a bit. Just a random amusing idea.

Haven't actually managed to get any pact strength yet but i still love the idea behind this mod. I've always been a fan of the Warhammer 40k stuff.
#85
You will be missed by us all, Architect.

Everyone that's tried your mod has loved it. Personally I made sure to get your Better Power+ mod before any others.

Have fun.
#86
Thank you Architect, as always we love and appreciate your work.

I must agree with the others about leaving the space requirements attached to the Wind Turbines, the issue I had was my own fault for putting wires behind it I guess.

Keep up the good work, we all love your mod.  ;D 8)
#87
I'm having the same problem with the Turbines, if it's being blocked by a power conduit that's a little ridiculous but easy to work around.

Also having issues with the Laser Drill sitting there for hours devouring unpleasant amounts of power resource while not actually producing anything.

Haven't tried the Nuclear Reactor or Coal Burner just yet (no coal with no drill) but I'll get to it either tonight or tomorrow.

Enjoy.
#88
Outdated / Re: [MOD] (Alpha 3) Galactic Trader
April 27, 2014, 07:23:45 PM
Any chance this and/or the future glorious mod will end up on the Nexus?

Mediafire is nice enough but I don't exactly like using a website where the download gets blocked by Malwarebytes.

Mod does look interesting though.
#89
Outdated / Re: [MOD] (Alpha 3) Galactic Meat Trader
April 10, 2014, 10:30:58 PM
The site you have set up for us to download this just tried to infect my PC with something that got blocked by Malwarebytes.
The Pop-up ads that make it past Firefox and the adblockers certainly don't help.

Can't really say I approve so I'll skip this mod until it makes it to the Nexus or something.

Enjoy.