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Messages - dismar

#661
Quote from: phoenixmastm on October 27, 2015, 10:38:48 PM
I have an issue with Cotton not appearing, even though I have seeds. See attached screenie.

Everything else appears (I can finally grow Xerigium!) but no Cotton, which is near 90% of my industry basis for starting worlds. :(

Is there an easy way to get into the files to verify that it's something I did and not the mod?

Its a known issue with the floating menu's . You can change up or down your resolution to temp fix the issue. OR I would highly recommend using EdB's user interface mod. It gives ya a nice scrolling growing menu to use.

The item is not lost. You just can't see it :)
#662
Quote from: doujinftw on October 27, 2015, 10:02:08 AM
Quote from: dismar on October 25, 2015, 09:59:29 PM
Quote from: doujinftw on October 25, 2015, 09:40:24 PM
Urgh my tamer ovedose the pet thrumbos with fruit drink i thought this stuff meant to be good for u  :P
Fruit drink doesn't have an Overdose level. The health drink does tho. And it's basically medicine so you can't have too much.
Yeh the health drink i didnt even know my tamer were feed pets soda lol by the time i check the pet area there were vomit everywhere and i look at the thrumbos showing that it overdose on immunity it die a day later.
I've been testing a fix for this problem and think i've found a solution to this problem. I've removed nutrition from it and re-classed it as a medicine with no value. so hopefully in the next update that well help :P
#663
Outdated / Re: [A12] EnviroSeed SK v1.0
October 26, 2015, 02:35:13 PM
Quote from: Sheyka on October 26, 2015, 01:32:12 PM
just a question... i love to play in ice bioms ... there are no wild plants to grow... so... i can just buy it from merchant? or give me some startseeds from prepare carefully?
Hi! You start off with some potato seeds. You can start with more thru prepare carefully. And the bulk merchant sells seeds if no other mod that loads after it changes it.
#664
Outdated / Re: [A12] EnviroSeed SK v1.0
October 25, 2015, 10:55:19 PM
Download link updated with fix to growth ticks. :P
#665
Quote from: doujinftw on October 25, 2015, 09:40:24 PM
Urgh my tamer ovedose the pet thrumbos with fruit drink i thought this stuff meant to be good for u  :P
Fruit drink doesn't have an Overdose level. The health drink does tho. And it's basically medicine so you can't have too much.
#666
Quote from: Justin C on September 15, 2015, 10:36:45 PM
Quote from: skyarkhangel on September 14, 2015, 09:26:46 AM


Zombie Apocalypse A12 SK

Unofficial update for Rimworld A12d by: Vuursteen, Skyarkhangel, Latta.

Additions:

  • Support Korean, Russian language.
  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.

download from dropbox

Thanks Sky, Vuursteen and Latta!
#667
Outdated / Re: [A12d] Recycle Apparel
October 24, 2015, 04:45:09 PM
thanks! i've been looking for something like this a long while. figured it take a dll to make it work :)
#668
Quote from: Telkir on October 22, 2015, 11:34:48 AM
Okay, an update to explain what the delay in releasing the new floors is! I want to finish up and include a brand new mod into the pack, [T] Terraforming. A decent bit of the work on it has been finished already but there's still more to do.

Some folks may remember that I jumped in to try and maintain Natural Terrain Floors, a commitment that I've since been a bit lax about. Terraforming is basically my take on what NTF did (and perhaps other mods since), with slightly tweaked behaviour and some extras that folks might appreciate:

* A new recipe on the stonecutter's bench lets you turn stone chunks into piles of rubble
* Rubble can be used to build infill upon shallow water, deep water, and marsh
* A new glitterworld technology "geoforming unit" that your colony can research
* Building a geoforming unit requires late-game materials
* Use the unit to create geoform crystals, a resource used in molding your surroundings
* Construct various natural terrains to your liking
* Upgrade terrains using yet-to-be-finalised means: gravel -> soil -> rich soil

I'll try not to succumb to feature creep and release an update very "soon". ;)

sounds VERY interesting Telkir can't wait to see!
#669
Outdated / Re: [A12d] Recycle Apparel
October 23, 2015, 11:10:04 PM
so is the only thing that requires you to use CLL is just the low power? :P
#670
Bionics should have unlocked with Crafting IV  and earlier adv prosthetics are at the smithing table
#671
Quote from: TLHeart on October 14, 2015, 04:19:11 PM
Thanks for the changes to the hard alcohols, now they can drink it without the constant vomit mess.

Candies needing to be refrigerated does not make any sense to me. Hard candies and taffy last for years so long as they don't get wet.
Probably was just mis-flagged into rottables when i was moving stuff around.

Quote from: Tekuromoto on October 14, 2015, 12:36:01 PM
Thanks for your continued work on this. One thing I noticed last night (though I'm not 100% up to date, don't want to update mid-game and have it get borked) is that the cooking tools doesn't seem to link to/boost the large 4-spot professional cooking stove.

edit: oh wait, the large stove is from Bulk Meals. Hmm... Any chance of integrating the two?
Not really but if you add this snip of code to your Bulk meals building def in the <comp></comp> area or any "other" cooking device it will work :

      <li>
           <compClass>CompAffectedByFacilities</compClass>
        <linkableFacilities>
          <li>CookingTools</li>
        </linkableFacilities>
      </li>

#672
Outdated / Re: [A12] EnviroSeed SK v1.0
October 14, 2015, 04:02:30 PM
yea i had some time to look into it and it is taking a lot longer to grow in perfect situations. I'll have to msg sky to look into the Dll file to see if it a problem there.
#673
Quote from: Jarwy on October 13, 2015, 12:58:02 AM

//edit: Heya, looks like the tech tree isn't working correctly in this one. As in; Power I doesn't lead to Power II and so on. Look into it if you got the time.
Well I've messed with 4 new worlds on two different computers and all seems to be working well.. I researched power and power 2 came up and so on. some tech has more the one unlocker to adv. but all the I's and most II's should work.
#674
Outdated / Re: [A12] EnviroSeed SK v1.0
October 14, 2015, 11:04:18 AM
Quote from: onearchitype on October 14, 2015, 10:25:42 AM
I have been playing with this mod for about 9 months in RimWorld time and I noticed that crops grow extremely slow. So I did a test and there is definitely a difference. Vanilla Rimworld potato crops grow approx. 10-12% each day while EnviroSeeds potato crops grow only between 1-2% each day. I started growing potatoes on Mar 1 and by day Sept 1 I am still waiting for these first crops to complete. I did some peeking into the def files but can't find the reason for this. Any ideas?
Thanks!
If anything the plants should be growing faster then vanilla. Gnomes has a multiplier build into it and happens most often of all Gnomes... I've looked though out the defs and didn't see any reason for an issue. Can ya send me a list of ya mods so i can investigate further?
#675
Minor updates Version 3.2a :
Hediffs tweaks for stronger alcohols,
Dried fruit moved back to meals.
misc other.