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Messages - Raufgar

#31
Outdated / Re: [MOD] (Alpha 8) RTG's (Power Source) v1.0
December 18, 2014, 09:39:52 PM
Hahaha, I was wondering when someone would put in RTGs into RimWorld. What with us putting raw Uranium on open air stockpiles and such :P Kudos to the Rimworld Cat! And I hope your fleas did not mutate...

Master Shinzy! Your kind assistance is required!

Some reference material
#32
Have tested again, received the attached error. Ist built the cryo-knockout charges 1st, saved, then built the activator. 2nd try, I deconstructed the activator & my butcher tables, then built it again. Same error.

Save File is here, and the World Seed is attached.

[attachment deleted due to age]
#34
Quote from: EdB on December 15, 2014, 10:50:07 AM
Quote from: Raufgar on December 15, 2014, 10:23:35 AM
Am also not seeing the advanced options (Do until x, Do Forever, etc.) listed when setting up bills. Have to click on the Options button to access advanced options.

I did not see this issue myself.  Please let me know if this is still happening for you with the 2.4.3 release.  Thanks for the bug report.

Have 2.4.3 added. The loop is gone and the Options under Bills is showing up now. Kudos for the quick work, EdB! You the man!
#35
I am encountering a hard loop when I open the game menu while the latest EdB Interface mod is running. It will loop until the game crashes. This is on a new world and a new colony. Screenshot attached (EdB Interface Error 1). List of running mods in screenshot.

Am also not seeing the advanced options (Do until x, Do Forever, etc.) listed when setting up bills. Have to click on the Options button to access advanced options. Screenshot attached (EdB Interface Error 2).

Am also attaching World Seed. Save Game is located here.

[attachment deleted due to age]
#36
Quote from: JuliaEllie on December 15, 2014, 03:02:23 AM
I just tried it again and they actually work fine for me. They do start a count down and then crumble after their work is done. Did you build the activator after the other charges were built or did you place them together?

I placed the knockout charges (I like new fodder to throw at mechanoids) and the activator all together. When I clicked on the activator or the charges, they had the (inactive) tag. Is a button supposed to show when you select the activator, or are we supposed to right click on the activator to get a menu?
#37
Quote from: EdB on December 15, 2014, 01:08:21 AM
I still haven't actually played a game of Alpha 8 yet!  I need to go do that!

Yes, please do and see how fast your colonists fry / freeze to death!
#38
Sadly, I must also humbly request as to how to use said 'coffin bombs' in-game, as one cannot 'use' them, not attack them. Must one have a throwable weapon or do I need to mortar it from afar?
#39
Waiting for this to be in A8 with baited breath...

Hmmmm, now that we have cryptosleep shrines, would you be able to add the purple genesis rock as one of the possible things that can come out when you open a pod? Or just the ivy would also do. And what happens when said Ivy covers a pod? <evul laughter>
#40
Outdated / Re: [MOD] (Alpha 8) Stonecutting Tweak v1.0
December 12, 2014, 10:18:40 PM
Download link throwing a 404-file not found.
#41
Quote from: MysticA3ther on December 09, 2014, 05:16:16 PM
I'm afraid even with the correct :) File, and a new world and colony, I still cannot open it.

The only thing I can remember that might have caused this was back when this mod worked fine for me, back in my best colony to date (RIP), I had a broken mod installed, but I didn't know that at the time, so I decided to fix some strange research times in the cofig files, then bam. But I can't imagine that in a new install, with only trusted mods, how this bug could have carried over?

You might want to clear this folder if you have not done so...

Save Game Location : C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld
#42
Quote from: Iwillbenicetou on December 08, 2014, 11:11:51 PM
Like Edb Prepare Carefully?

That is possible, I can't confirm exactly since I also have been having issues with this mod. Will test.
#43
Quote from: Iwillbenicetou on December 08, 2014, 11:04:49 PM
I was testing around, and when I tried to do the personal shield, it came up with a error, "can't find pawn type," or something like that. Any help?

If I remember correctly, it was mentioned previously that EB:PE replaces the default colonist pawn type with a new one that can generate shields, so any other mod that also does this or amends the default pawn type will conflict with EB:PE. Not sure if this is the issue in your case or not...
#44
Quote from: MysticA3ther on December 08, 2014, 06:50:50 PM
I have that bug where you cannot open the operations tab, I have made sure recipe nurse is loading right (I checked without it loading right and I couldn't perform any operations with parts from the mod, as expected) I tried isolating any conflicting mods, but even with only this mod, recipe nurse and the core game activated, the bug remains.

I saw that others were having this problem, and I tried all the solutions that worked for other people, but they just didn't do anything. I even tried wiping Rimworld from my computer and manually re installing all mods individually. On the recipe nurse website, we are assured that the problem is due to any conflicts with other mods. Please help :( (To be honest, I can use older versions of this mod, but they don't have AI Chips implemented yet, And I really want to have a way of healing my colonists with brain damage. If no solution is found, could someone tell me of a mod that does that on it's own?)

I used to encounter this issue, I find that you will need to check the following :

1) Is the ESaB you are using the very latest version (V1.5B)? If it isn't, delete the mod's folder and unpack the latest version again.

2) Are you trying to get the latest ESaB to work on a previous save? I would highly recommend you start a new colony, or better yet, generate a new world with the latest ESaB (and other mods you can't do without) enabled in the Mods section. If you have been using previous versions of ESaB, you need to create a new world.

3) If you are still encountering the error, try saving your game, go back to the Main Menu, open the Mods folder, then close it again. Then load your save game. This reloads the mods into memory and usually fixes things if you are hesitant on starting all over again. You will need to do this every time you open that save game though...

Hope this helps.
#45
Quote from: palandus on December 08, 2014, 02:36:25 AM
Doesn't the Power Claw replace the entire arm though? I ask because when you have a Power Claw equipped, can you also install a Bionic Arm?

If I recall correctly, that was a valid issue, and it does indeed prevent the installation of bionic arm, so what Minus did was to add in the "Power Arm" part, that combines the bonuses from both the Power Claw and the Bionic Arm. And takes up both slots. So 1 mod to replace 2 body parts.