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#47
Releases / Re: [B18] Nackblad Inc Rimhair (2.2 - Nov 20) Updated to Beta 18
January 01, 2019, 12:17:13 PM
Any news for 1.0?
#48
Releases / Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
January 01, 2019, 12:14:49 PM
Is it good to go for 1.0?
#49
Outdated / Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
January 01, 2019, 11:56:08 AM
I like it.
#50
Outdated / Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
January 01, 2019, 11:39:00 AMQuote from: Shinzy on April 13, 2018, 02:28:41 PMQuote from: Modraneth on April 13, 2018, 05:29:32 AMQuote from: Modraneth on December 26, 2017, 05:11:13 AMmaybe?
can we see a B18 version of this mod plz ?
nooo I'm not even trying until the 1.0
So... 1.0 is here..
#51
Outdated / Re: [A17] [All Helpful Bots Mods] Realistic Darkness [&Lighter V]
January 01, 2019, 11:22:05 AMQuote from: Zalheras on December 20, 2018, 01:58:24 PM
can we get an updated version for 1.0 of this? i'd really like to try this mod
Ye! We need it!
#52
Releases / Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
October 31, 2017, 01:09:05 AMQuote from: Shinzy on October 30, 2017, 05:15:58 AMQuote from: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.
XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.
Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.
Whole XML:
<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Thank you, I'll note this down for when I'll update for a18
No problem! ^.^
#53
Releases / Re: [A17] Apparello v2.1.0c Stats for erryone! [24/06/2017]
October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.
XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.
Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.
Whole XML:
<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.
Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.
Whole XML:
<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
#54
Releases / Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
October 23, 2017, 11:51:07 AM
So, I'm having a bit or a problem. First off I have a line in the debug when I load, and I can't make any armor with 'winter coat'. x.x Such as 'Brigidine with Winter Cloak' Only with Tabards and Capes.
XML error: Could not find parent node named "MedTimes_BenchBase" for node "ThingDef". Full node: <ThingDef Name="MedTimes_BlacksmithsForgeBase" ParentName="MedTimes_BenchBase" Abstract="True"><ThingClass>Building_WorkTable</ThingClass><fillPercent>0.5</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToBuild>2000</WorkToBuild><MaxHitPoints>180</MaxHitPoints><Flammability>1.0</Flammability><Cleanliness>-5</Cleanliness></statBases><hasInteractionCell>True</hasInteractionCell><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs><comps><li Class="CompProperties_Refuelable"><fuelConsumptionRate>50.0</fuelConsumptionRate><fuelCapacity>100.0</fuelCapacity><fuelFilter><thingDefs><li>MedTimes_Resource_Coal</li><li>WoodLog</li><li>Bamboo</li><li>VG_Biofuel</li></thingDefs></fuelFilter><consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed></li><li Class="CompProperties_AffectedByFacilities"><linkableFacilities><li>ToolCabinet</li></linkableFacilities></li></comps><placeWorkers><li>PlaceWorker_ShowFacilitiesConnections</li></placeWorkers></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
XML error: Could not find parent node named "MedTimes_BenchBase" for node "ThingDef". Full node: <ThingDef Name="MedTimes_BlacksmithsForgeBase" ParentName="MedTimes_BenchBase" Abstract="True"><ThingClass>Building_WorkTable</ThingClass><fillPercent>0.5</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToBuild>2000</WorkToBuild><MaxHitPoints>180</MaxHitPoints><Flammability>1.0</Flammability><Cleanliness>-5</Cleanliness></statBases><hasInteractionCell>True</hasInteractionCell><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs><comps><li Class="CompProperties_Refuelable"><fuelConsumptionRate>50.0</fuelConsumptionRate><fuelCapacity>100.0</fuelCapacity><fuelFilter><thingDefs><li>MedTimes_Resource_Coal</li><li>WoodLog</li><li>Bamboo</li><li>VG_Biofuel</li></thingDefs></fuelFilter><consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed></li><li Class="CompProperties_AffectedByFacilities"><linkableFacilities><li>ToolCabinet</li></linkableFacilities></li></comps><placeWorkers><li>PlaceWorker_ShowFacilitiesConnections</li></placeWorkers></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
#55
Mods / Re: [Mod Request] Rebuild / Remake
October 22, 2017, 12:46:55 AM
Okay, Thank you both for the info!
#56
Mods / Re: [Mod Request] Rebuild / Remake
October 21, 2017, 10:53:01 AMQuote from: SpaceDorf on October 18, 2017, 05:02:59 PM
*dingeling*
wish granted
QualityBuilder - build like never before!
I have that... But I don't think it rebuilds what I deconstruct automatically... o.o Or rather I can't tell it to.
Edit:
Well, Nevermind. I right clicked on the Quality build icon, and I can indeed. Wait, can I make it a default I want?
#57
Outdated / Re: [A17] Rainbeau's Fertile Fields
October 19, 2017, 12:29:16 PMQuote from: SpaceDorf on October 19, 2017, 03:48:03 AMQuote from: Beathrus on October 18, 2017, 10:47:52 PM
But I do have a question now, about the Compost Barrel. Does it get filled Automatically by growers or crafters? Or is it something that needs to be monitored and manually done?
Same as Brewing .. Compost Barrels get filled and cleared by haulers.
Hauling Animals are not able to do it ( Minions, Slaves .. included )
Misc. Robots on the other hand are able to fill the Barrels.
Ah, Okay! Thank you for the info!
#58
Outdated / Re: [A17] Rainbeau's Fertile Fields
October 18, 2017, 10:47:52 PMQuote from: dburgdorf on October 12, 2017, 11:23:08 PMQuote from: Beathrus on October 12, 2017, 06:43:48 PMSo I sorta have a problem, I'm not sure if its your mod; not completely. But could you take a look at this, or can someone?
You posted a link to a 2,500 line log file (which doesn't, at first glance, appear to show any terminal errors), and asked for someone to look at it, without even providing a clue as to what we're supposed to be looking for.
So, um... no.
What's the error you're encountering, and what makes you think it's related to "Fertile Fields"?
Give me something to work with, here.
Sorry! I wasn't thinking, I fixed that a while ago. It was Small Worlds causing the error I had.
But I do have a question now, about the Compost Barrel. Does it get filled Automatically by growers or crafters? Or is it something that needs to be monitored and manually done?
#59
Mods / [Mod Request] Rebuild / Remake
October 18, 2017, 04:13:46 PM
The Idea:
Rebuild!
Basically, as it says. If you don't like the Quality of an Item, you click it and select 'Rebuild' and they will break it down, then rebuild it. Basically saving you a click or two, just something like that. Doesn't have to be anything Fancy, should work with any other Mod.
Rebuild!
Basically, as it says. If you don't like the Quality of an Item, you click it and select 'Rebuild' and they will break it down, then rebuild it. Basically saving you a click or two, just something like that. Doesn't have to be anything Fancy, should work with any other Mod.
#60
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
October 17, 2017, 02:30:42 PM
Oh wow! This is great!