but I never have to ask question to prove I'm not a robot I think that's because you haven't posted much
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#16
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 23, 2016, 02:04:54 PM #17
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 23, 2016, 11:14:33 AM
they are option mods there for you to add if you want they don't have any order needed
#18
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 23, 2016, 07:42:54 AMQuote from: Xraygoggles on August 23, 2016, 07:39:17 AMthat bug is yet to be fixed and the null thing is fine and doesn't affect anything
Great modpack! It was running perfectly until I downloaded the new version from the Github on August 22 around 8pm est. Now I get the following error, even after a totally fresh reinstall:
Could not resolve cross-reference: No Verse.ThingDef named Components found to give to Verse.ThingCount (2x Null)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
These lines show up four times in red. Everything else seems to be fine and it looks like it plays alright. Although the scenarios are different. Is it ok to just play with an error like this while I wait for updates?
One more thing, I also get the bug a previous user mentioned about pallets dropping to 75 items after a load. Does this apply to all the new storage options?
#19
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 23, 2016, 07:41:52 AM
well you clearly read up how to play this didn't you its quite simple if you need steel and the other parts just break down all the ship parts around the map and most if not all of those metals can be ignored and there is prepare carefully in the latest version on GitHub and many other fixes are on that version don't worry about the new ores just look through things and see what you can make stuff with or ask on here for help
#20
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 23, 2016, 05:35:02 AM
what even is the razor rain event never ever seen it before
#21
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 23, 2016, 04:00:22 AM
look at the first page dude
#22
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 22, 2016, 12:59:03 PM
still how to fix the fact that oil patches and stuff don't spawn
#23
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 22, 2016, 11:58:14 AM
yeah I'm missing those as well why may be that be?
#24
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 22, 2016, 09:44:40 AM
not a thing in the game
#25
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 22, 2016, 08:57:04 AM
anyone know why the drilling rig require its self to be placed on an oil sprout but its the only thing that makes oil sprouts
#26
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 21, 2016, 03:45:50 AM
tangerinelabs ambient jams mod doesn't work with this
#27
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
August 02, 2016, 08:33:59 AM
Mother of god someone finally did this after all the talk and discussions we have had about since alpha 7 or so
#28
Releases / Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
July 24, 2016, 06:28:10 AM
I'm a person again yeah! also loved this mod back when it was first released good to see it again in a14
#29
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 07, 2016, 10:01:41 AMQuote from: Kitsune on February 07, 2016, 07:53:19 AMQuote from: popster99 on February 07, 2016, 03:01:23 AMI started it with the modvarietypack .exe
I installed this modpack correctly and I tried I did the restart and everything you normally do when installing new mods after starting the game enabling the mods since the modsconfig doesn't seem to work and restarting I made a new world and I started a colony when I started playing I noticed the landing pods didn't exist any ideas whats wrong
Have you started rimworld with the .exe in the gamesfolder or have you started it, as all friendly MVP-user should do, with the shortcut that you need to make with the right comand's that rimworld actually use the modsconfig? ^~^ Because it looks the way you dont have done that, normaly with the modsconfig, the mods should be already activatet if you start the game.
#30
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 07, 2016, 03:01:23 AM
I installed this modpack correctly and I tried I did the restart and everything you normally do when installing new mods after starting the game enabling the mods since the modsconfig doesn't seem to work and restarting I made a new world and I started a colony when I started playing I noticed the landing pods didn't exist any ideas whats wrong