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Messages - Kitsune

#16
Wanted to ask, is it enough(for an mod update) to delete the mod folder. Putting an original core in the mod folder that the main game folder is nearly fresh and install now the mod over it? (the mod data in appdata, too of course)

Or is it alway's better to deinstall the whole game, delete everything and reinstall the game and after that the mod?

Because, sure i love the activity but sometimes the mod gets updatet a couple times a day and everytime deleting everything and reinstall everything is not really fluffy. ;D
#17
Ok thats strange. I stoped the fishing pier because i needed the colonist for hunting, now i allowed the fishing again and now he delivers non-forbiden fishy's. o.O
#18
Quote from: Darkfirephoenix on January 14, 2017, 08:40:03 AM
Quote from: sidfu on January 14, 2017, 08:37:54 AM
Quote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D

Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa".  :-\

Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(

my guy 3 versions ago would auto fish when there where fish there, but when fish gets to 0 he do other stuff. check that their are fish there. if ther are try disable it and see if for some reason the action is swaped.
It seems you have read it wrong: His guys fish BUT they don't haul the fish they catch
I prefer "her guy's". ;)

But for clear again. They fish fine and they deliver them to the stockpile but the moment they drop it down in the stockpile they get fordbiden. So i have to manualy unforbid them that my colonists can use them. :)

The same as if we kill an animal with an drafted colonist.
#19
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D

Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa".  :-\

Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
#20
Is it possible to change the fishing that the fish are not automated forbidden? That way we have to enable every single fish. ;D
#21
Quote from: Zakhad on January 11, 2017, 11:42:46 PM
I just use the manager in a localised area. never really have to worry about kindling again but it's a lot of work actually cutting and then going to each and every torch just to refuel them, albeit realistic, its very tedious.

I would suggest adding another mineable resource oil shale, which could quite easily be a modified coal vein but is used in oil lamps which would burn for a very long time.

As someone already say, use the bowl lamp is really really better. I think the torch only lasts for a day or something lower, the bowl lamp thingy lasts for 2 or 3 day's. I had in my session 10 Rooms with 3 of them had 2 bowl lamps, only one time in a couple of day's they refill them. For me in my opinion it's so little that i sometime forgot that they need refueling. :D

Also with the fuel system, i like it, its somewhat realistic. Think about the kitchen you lit the fire, cook something but what do you do then? Clearly if you do nothing with the fire it will burn till it have no burnable materials left. And for my part in the game, i have more problems to get something to cook as get more things to burn. ;D Useing the manager to get xxx wood and with the sawmillthingy an order to make xxx kindlings, and i never run out of firewood. :3
#22
Hm thats odd, i naturally have the same situation(2 years playtime), very low humanlike visitor's in fact in form of visitor's nothing. I have a nice shiny tavern with guest beds but no one want to stay there. :( In the whole playtime i got 2 bounty hunter insect groups a few manhunter animals 1 pirat raid, 2 traders from the kitty's and 1 from bandits(i'm a bit sad that the outlander are now bandits xD). For the colonist joinging events i got 3, 2 with the chased pawn and one that straight sayed "here i am, what can i do?".

And a whole lot of meteorits(3+1 huge meteorite that made an additional eclipse) and spacecraft junk falling(i stopt counting after 10). ;D

Oh yes i play pheobe with basebuilder.
#23
For the food hoarding colonists, a couple of pages ago i had the same problem. I'm going around it by giving them one meal in the inventory, for early game say, roasted meat. After i got the research and stove production going i change it to simple meal. :) After that the "problem" is gone and the colonists have always something to eat by them.
#24
Quote from: Rhyssia on January 07, 2017, 04:11:38 PM
Quote from: Kitsune on January 07, 2017, 04:07:36 PM
Ah ok, thank you. A bit sad i would like a bit darker nights. :D

Try this maybe?
https://ludeon.com/forums/index.php?topic=12996.msg291678#msg291678

It goes in...
RimWorld\Mods\Darkness_SK\Defs\WeatherDefs\

Then remove folder...
RimWorld\Mods\Darkness_SK\Defs\MapConditionDefs

Then enable "Darkness_SK" at end of load order.

-edit-
I think you can put straight into:
RimWorld\Mods\Core_SK\Defs\WeatherDefs\

Weathers.XML should over-ride...
RimWorld\Mods\Core\Defs\WeatherDefs\Weathers.XML
Oh... i'm dumb sorry i overlooked that. :D Already searched the thread witch the tag "darkness". >_< I only make work. xD
#25
Ah ok, thank you. A bit sad i would like a bit darker nights. :D
#26
A little question. Because darkness sk patch is deactivated, does it do something bad or is it only optionable and because of that deativated by default? :)
#27
Are the "Refill cells less than xx%" works? I have a Wood stockpile besides my furnace and have set it to 10% but as soon a few wood logs are taken away(from 300 -> 275) they immediatly refill it. ???
#28
For the stone block-progression problem, i think i skiped it. xD I salvaged ship trunks to get enough components and mechanism to build a wood plank research bench. Researched stone cutting and was good to go to build a wood plank hand machining table to make stone blocks. ^~^
#29
Hm i think i got it somehow. I enabled only one food type to the pot and the same type for all colonists in the loadouts and for a couple of gametime day's that i played now the problem is gone. :)
#30
Dont know if its already known or if i'm the only with that problem. I have the little problem, it looks like only with the wooden pot for preservation, that my colonists stand in front of it and try to do something like put food in it and immediatly take it again.

I dont know how github workes so i hope no one will hit me that i put the error-thingy in here. :)

Fin started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

If i empty the preservation pot (forbid all things to store is enough) its all ok again, of course i cant use the pot anymore. :(