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Messages - lude

#16
That wholly depends on how where and why I started a game, if I make a backstory and give my colonists the appropriate stuff beforehand, I deal a lot less in such a way with my colony.
I reload on most times.


To the people with skilled builder problems, since quality builder is backwards compatible, try that at least I am.
#17
I also miss the Drag and Drop function, everytime I need to get a mod to the top of the list i'm too lazy to open the .xml and copy and paste.
#secondworldproblems
#18
Wouldn't adaption refusal be a fitting mod for the modpack?
Obviously it would need some balancing, but overall it would add extremely awesome tribal play with Powerless! already.
#19
You have my reverence and thanks! :D
#20
this looks really great, is there a v1.0 for a14? ah well I have to switch anyway
#21
bump for alphalos!
else I'll have to sort it out myself and ninja upload it in this thread :(
#22
Quote from: 10001110 on February 18, 2016, 10:23:34 AM
What about small temporary stockpiles being automatically created around the building area, with top priority, set for the building materials? Haulers would carry the mats there, builder would build. Once the project was completed, the stockpiles deleted.
We can do this manually in preparation for a project, sure, but something like this would benefit efficiency.
I would love that as vanilla feature, especially mods that add to the difficulty by introducing several new stuffs would benefit, since having 5 different stuffs and some of these 6-10 times what a hauler can carry can lead to really long building times unless you make those stacks yourself.

I mean, the building job creating a hauling job/designation and then being a hauling job until it's finished, it would also fit more into how stuff is done, let cheap workers do the hard workers and then cash in :E be the hero of construction
#23
the research tab error only appears with CCL and adding mods without restarting


<li>RedistHeat.PlaceWorker_WallChecker</li>

doesn't work for most walls (all the modded ones), which disables almost all temperature/airflow solutions/structures on them

might also be another placeworker
#24
In this particular case all upgrades von 2.4 to 2.5 will not be loadable, let alone because of the update of Rimworld Manager in it.
#25
Mods / Re: Research tab goes blank
February 14, 2016, 10:49:22 AM
Quote from: skullywag on February 10, 2016, 11:57:46 AM
Just to check if you open the game visit rhe modpage it happens. If you close the modpage and the game and start normally its fine?
you're absolutely right that always this happened I was on the modpage in the main menu
#26
Mods / Re: Tanks: The one thing i can't find.
February 14, 2016, 10:47:27 AM
There is a Mod that adds Tanks as a unit (with drivers that emerge or die) as well as a faction it belongs to, something with mechanoids or troopers, I dunno, they work neatly

there's also a mod that adds driveable carts but it will break your pathfinding most likely. But if anyone wants to look into that one it's "Tool for the Haul"


[link]https://ludeon.com/forums/index.php?topic=10587.msg119046#msg119046[/link]
is mecha tanks for the pirate faction, but for a 10
#27
Mods / Re: Zombie Apocalypse Mod
February 14, 2016, 10:45:16 AM
Zombie Apocalypse is still available, you could for example pull the version from Skyhark's Hardcore Mod, if your son wants to play HSK  Modpack, you two should look into it, it's already hard enough for a single mind after long break's from this game.

https://ludeon.com/forums/index.php?topic=3635.0 here is version A11 there is a high chance to find a patch or a link to a12 in the last posts, but the a12 from HSK Modpack works fine too, I don't know if it relies on other mods there but I doubt it.
#28
and there I thought those were random numbers to call something from :>

is there a way to check what worktags refer to what skills?

this is an awkward error ^^ at least i had enough luck with the other two random worktags

thanks for looking it over
#29
Have a look at HSK modpack, it's a good way to clear the whole map of forest to keep the lights on but still fail.
#30
Mods / Re: Research tab goes blank
February 10, 2016, 11:16:36 AM
Quote from: Fluffy (l2032) on February 09, 2016, 03:27:35 PM
you could potentially go into mods/CCL/defs/MainTabDefs/MainTabs.xml, and comment out the research tab section like so:


<!--
<MainTabDef>
    <defName>Research</defName>
    <label>research</label>
    <description>Examine and decide on research projects.</description>
    <windowClass>CommunityCoreLibrary.MainTabWindow_Research</windowClass>
    <order>90</order>
  </MainTabDef>
-->


(adding the 'arrows')
That'll stop CCL overriding the vanilla research tab. Alternatively, wait for the next CCL release, which will likely still have the bug (because I can't find the darn thing), but handle it more gracefully and - crucially - provide us with a more detailed error dump when it does fail.

I have that ominous error as well, it doesn't throw out any exception, it only rarely happens, in my case it's probably related to HSK modpack, reload doesn't solve the problem only complete restart.

It especially likes to happen after adding a new mod, but this might be magical thinking of mine

anyhow, so far every restart solved it immediately for me