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Messages - whyareuhere

#1
Releases / Re: [1.0] SeedsPlease!
July 18, 2019, 02:37:38 PM
I was wondering if Seeds Please had compatibility with the Combat Extended mod? I have seeds from T's mods (tomatoes and carrots), but none for blazebulbs in Combat Extended. Any help would be appreciated!
#2
Thank you very much. Now I can use it with my CE-dependent save files again!
#3
Releases / Re: [1.0] Medical IV's - Update 1.4.1
June 22, 2019, 09:30:45 PM
Hi, is there a non-Steam download link for this mod? I bought the game off of Steam, so it won't let me download the mod from there  :'(
#4
Hi, I'm using the Work Tab along with the [RF] Pawns are Capable! mod with Fluffy's Work Tab and a mod called Common Sense. On past saves this worked perfectly. I recently had to reinstall the game so I screwed up the mod order, but now using the Work Tab I can't assign any of the hated works (it still says hated works instead of incapable of)... when I click the check box for the work it doesn't produce any errors.

Is there any sort of load order for this mod? Are there any known incompatibilities? Any info helps.
#5
Hi, I'm using Rainbeau's Fertile Fields with the Nature's Pretty Sweet mod. I have issues where I can only terraform certain areas of shallow water into sand. Other areas of shallow water get turned into sand and then instantly transform back into shallow water, wasting resources.

In addition, since Nature's Pretty Sweet also adds in seasonal tides, the water level changes over the seasons, turning some areas of shallow water into river deposits (land). Does the Rainbeau's fishing work if it's built on the bank of a river/lake during that time?
#6
Hi, I have an issue where I got a quest for an item stash quest. I paid for it and there was no notification of such a quest. I checked my world map and no new item stash popped up. The weird thing is that no error log popped up in my log.
#7
Releases / Re: [1.0] Trading Economy 3.1
May 04, 2019, 06:04:15 AM
Hello, I was wondering if there is an updated CE patch for this mod. So far, I've only seen the V1.4 patch from A17 Rimworld.
#8
Solved! the mod Let's Trade! somehow creates a conflict where only NATO ammo can be made.
#9
New issue: the Rimsenal mod with the patches have their ammo... but for Combat Extended I can only craft the rifle NATO ammo. Thoughts?
#10
Update: Solved! The Rimsenal CE Core patch wasn't updated until today, so I was using an older patch.
#11
Huh, that's odd. That is the Rimsenal CE patch. I disabled it and now I can only make NATO ammo, not even any other types of normal ammo (ex: .303 British)
#12
Hello, is there any Combat Extended patch for the Advanced Biomes mod? It adds a bunch of new animals.
#13
Releases / Re: [1.0] Common Sense - basic AI tweaks
April 26, 2019, 02:16:42 PM
Hi, I got an issue with the activation of an AI (listed as a crafting task) where the colonist is supposed to haul the materials to the deactivated AI.

The colonist picks up the materials, but the dev mode cites an issue with the colonist's job driver manager and she ends up hauling the materials to the stockpile. I'll try to recreate it later to give the actual error code.
#14
Releases / Re: [1.0] Alpha Animals - 1.3 (16/04/19)
April 26, 2019, 02:11:12 PM
Well, I mean Rimworld can kill colonists with mad squirrels. It's pretty balanced, but certain animals are plant hybrids, so they need sunlight or sunlamps to survive with food (or need no food at all). Certain animals such as the Nightling also are nocturnal, and tend to be pretty similar to wargs.

There is the tetra slug, a slug that can charge batteries when it's close to them (it's an AOE effect), so that's useful.
#15
Hello, I'm having an issue where upon researching machining, the loading bench has no ammo crafting recipes. Same when researching the basic gun recipes. Was there a change to ammo crafting or is it some sort of mod conflict?

Upon going to the mods I encounter this set of errors:


Could not resolve cross-reference: No CombatExtended.AmmoDef named AmmoSlag found to give to CombatExtended.AmmoLink (null -> Bullet_JI_Slag)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not resolve cross-reference: No Verse.BodyPartGroupDef named TailBlade found to give to CombatExtended.ToolCE left fist
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)