Only addition i would like would be the designate store room which selects the orbital beacon radius for mining
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#1
Outdated / Re: [A14] ESM - e's small mods (Custom Population - NEW!)
August 11, 2016, 02:20:12 PM #2
Releases / Re: [A13] Glitter Tech v1.44
April 29, 2016, 07:05:33 PM
or you can up the orbital frequency a tad
#3
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
April 29, 2016, 06:58:36 PM
Actually Vein Miner is erring out on you that is that section about mine textures.
those xml errors at the top I am pretty sure is not hospitality
Your mod order needs to be:
Core:
CCL
CCL Vanilla tweaks
then you can have other mods loaded because it looks like something is loading in a bad order and ccl is getting broken as a result
Also make sure you restart rimworld fully after changing mods as i recall there is a bug in the mod handler of rimworld itself where it does not clear properly
those xml errors at the top I am pretty sure is not hospitality
Your mod order needs to be:
Core:
CCL
CCL Vanilla tweaks
then you can have other mods loaded because it looks like something is loading in a bad order and ccl is getting broken as a result
Also make sure you restart rimworld fully after changing mods as i recall there is a bug in the mod handler of rimworld itself where it does not clear properly
#4
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
April 29, 2016, 06:47:59 PM
Something I have noticed with A13 is that the rate at which my colonists go to the bench to mend things is a lot lower. I blame the new repair kits.
Also what Astasia said. As it stands you can make a lot of money from masses of damaged items dropped by raiders this mods does nothing to make that worse
Also what Astasia said. As it stands you can make a lot of money from masses of damaged items dropped by raiders this mods does nothing to make that worse
#5
Outdated / Re: [A13] Enhanced Development - 2016-04-25
April 26, 2016, 01:49:22 PM
So i have stumbled onto a little bit of annoying. The embrasures fail to protect power conduit like a normal wall would so entire sections of fortifications of auto turrets can go down with a few charging grenadiers
#6
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
April 26, 2016, 12:54:45 PM
either some how 11c fixed it or rebooting my computer last night did the trick *shrug*
#7
Outdated / Re: [A13] Community Core Library v0.13.1
April 26, 2016, 11:44:13 AM
well this started happening on reloading my save. If I rebuild the 3 tables mentioned the error goes away. Spams every second or so
Mod Load order:
Save file has been uploaded
[attachment deleted by admin - too old]
Code Select
Exception ticking TableMachining1465321: System.NullReferenceException: Object reference not set to an instance of an object
at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Exception ticking ElectricSmelter1467090: System.NullReferenceException: Object reference not set to an instance of an object
at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Exception ticking ElectricCrematorium1469410: System.NullReferenceException: Object reference not set to an instance of an object
at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Mod Load order:
Code Select
<li>Core</li>
<li>Community Core Library</li>
<li>EdBModOrder</li>
<li>EdBPrepareCarefully</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>ED-MoreVanillaTurrets</li>
<li>ED-LaserDrill</li>
<li>Industrialisation</li>
<li>GlitterTech</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>ED-Embrasures</li>
<li>ED-Plant24H</li>
<li>ED-ReinforcedStuff</li>
<li>ED-Shields</li>
<li>RepairBench</li>
<li>More Factions Spawn</li>
<li>Bulk_Meals</li>
<li>PersonalShieldMKII-master</li>
<li>PowerArmourMKII-master</li>
<li>PowerSwitch</li>
<li>MeteoriteEvent-MeteoriteEvent1.1</li>
<li>RazorRain-RazorRain1.1</li>
<li>Hospitality</li>
<li>VeinMiner</li>Save file has been uploaded
[attachment deleted by admin - too old]
#8
Releases / Re: [A13] Hospitality (v1.11b (hotfix) - updated 25.04.2016)
April 25, 2016, 10:09:55 PM
well 11 A was working with my mod load order before now 11b breaks and causes a reset:
Since the critical alert message is rather vague as to where the error occurs or which reason for why it occurs I am not sure where the conflict arises apart from that it would not be repair bench, vein miner nor faction spawns
Code Select
<li>Core</li>
<li>EdBModOrder</li>
<li>EdBPrepareCarefully</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>ED-MoreVanillaTurrets</li>
<li>ED-LaserDrill</li>
<li>Industrialisation</li>
<li>GlitterTech</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>ED-Embrasures</li>
<li>ED-Plant24H</li>
<li>ED-ReinforcedStuff</li>
<li>ED-Shields</li>
<li>Hospitality</li>
<li>RepairBench</li>
<li>VeinMiner</li>
<li>More Factions Spawn</li>Since the critical alert message is rather vague as to where the error occurs or which reason for why it occurs I am not sure where the conflict arises apart from that it would not be repair bench, vein miner nor faction spawns
#9
Releases / Re: [A13] Glitter Tech v1.4
April 22, 2016, 04:12:34 PM
do you have hospitality mod installed? sounds like the two masy be in conflict.
damn it sam 1 hour after i install you update
damn it sam 1 hour after i install you update
#10
Outdated / Re: [A12] Dragons(v0.12): The Awakening!!
April 22, 2016, 01:51:44 PM
Not A13 Compatible
#11
Outdated / Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
April 22, 2016, 11:54:51 AMQuote from: Kluge on April 15, 2016, 02:13:39 PMQuote from: Topper on April 15, 2016, 02:00:07 PMIt may be a case of Tynan and Piotr not wanting to accept advanced third-party code which may cause, Idunno... memory leaks.
Why hasnt colonist bar, mod manager and prepare carefully integrated into the core game? Been asking for several alphas now. Is this an issue of the dev not cooperating or are not you willing to release your mods?-And then they'd have to go back and debug unfamiliar code because EdB isn't an employee. The obvious solution is to poach EdB from whatever company is currently stealing his time from superior projects.
I wish i could source it but i heard a while back that the reason EUI is not copied or directly integrated is because the devs are optimizing for a 720p windowed mode while eui makes more sense in a 1080p full screen mode where there is extra real estate for the additional UI elements
well keep on trucking Ed. I hope we can see a full update soon.
Wish List: Can we do something about all the different work benches? That menu just seems far to cluttered especially when mods become involved.
#12
Outdated / Re: [A11] VeinMiner [] Mine all the veins! []A11 DESIGNATOR HOTFIX!(18.06.2015)
November 17, 2015, 01:33:57 PM
Don't know if it has been asked for yet but could this mod also change the mechanics for ceiling collapse? its bit annoying to have collapses when designating a beacon room. just need to edit it by 1 or two more tiles i think
#13
Outdated / Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
October 19, 2015, 10:15:10 PM
THIS: this is all i have ever wanted
#14
Ideas / Re: Sprinkler system to fight fires with
April 19, 2015, 06:02:33 PM
I'd like a Halon Gas fire suppression system but i think at this point i would settle for a fire extinguisher.
#15
Ideas / Joywire Throne
April 16, 2015, 10:29:09 PM
Since we have joywire artists I figured we need their equipment with the new joy system. Joywire I have taken to meaning some sort of advanced vr that requires a man machine interface.
thus comes the throne where joywire media is consumed.
the colonist will sit in this throne for a minimum of 3 hours.
the Throne requires 200 steel 120 plasteel (first numbers to come to mind open to balancing) and 1 AI persona core
the throne requires a direct power connection
Not sure how much power to consume, I am thinking somewhere between a windmill and half a solar
3 units of leather for those plush seats
the throne maxes out joy and causes joy to decay at a slower rate, however there are possible consequences:
1: there is a chance of addiction. Addicted colonists will use the chair longer than 3 hours and their mood will plummet when not plugged in
2. there is a chance of a catastrophic failure, this can involve eyes bursting or brain damage
3. Psychically sensitive colonists are more likely to suffer addiction and catastrophic failures
4. psychically deaf can not use joywire and psychically dull can not suffer catastrophic failure and require a minimum of 5 hours
5. maybe pushing the interactions a bit to far but mood broken colonists might seek out the throne to drown out their misery, to potentially fatal consequences.
6. possible balance bit: joywire artists use art skill to make consumable joywire media for the throne using some plasteel and gold. joywire media is only available through exotic goods outside of crafting
thus comes the throne where joywire media is consumed.
the colonist will sit in this throne for a minimum of 3 hours.
the Throne requires 200 steel 120 plasteel (first numbers to come to mind open to balancing) and 1 AI persona core
the throne requires a direct power connection
Not sure how much power to consume, I am thinking somewhere between a windmill and half a solar
3 units of leather for those plush seats

the throne maxes out joy and causes joy to decay at a slower rate, however there are possible consequences:
1: there is a chance of addiction. Addicted colonists will use the chair longer than 3 hours and their mood will plummet when not plugged in
2. there is a chance of a catastrophic failure, this can involve eyes bursting or brain damage
3. Psychically sensitive colonists are more likely to suffer addiction and catastrophic failures
4. psychically deaf can not use joywire and psychically dull can not suffer catastrophic failure and require a minimum of 5 hours
5. maybe pushing the interactions a bit to far but mood broken colonists might seek out the throne to drown out their misery, to potentially fatal consequences.
6. possible balance bit: joywire artists use art skill to make consumable joywire media for the throne using some plasteel and gold. joywire media is only available through exotic goods outside of crafting
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