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Messages - Kitsune

#31
Releases / Re: [A16] Orassans
December 21, 2016, 04:48:43 AM
Quote from: Diana Winters on December 20, 2016, 06:26:57 PM
They should still be Orassans once the game starts. You may have to save and reload. I'll talk to the coder helping me about it

I dont know, if i start the game with prepare carefully all the kittens are humans as they where shown in the prepare carefully screen. q.q Maybe the problem go away with the time go's by, no problem, i will simply wait over there in the corner with big shiny watery eyes. Q_Q

"Lucky" me i fear i anyway have to wait for updates to a few other mod's and first after that i can finaly start playing. :3
#32
Releases / Re: [A16] Orassans
December 20, 2016, 01:23:34 PM
Hai, without the patch i can start it, okay that slipt under my view. xD On the other side i see no option to create a orassans pawn.*looking for hidden buttons*

Edit: If i have a orassans-colonist in the starting three and clicking on prepare carefully, if i have him/her selectet the window changes to the prepare carefully correctly but the fluff is gone and its now a normal colonist. :O
#33
Releases / Re: [A16] Orassans
December 20, 2016, 01:08:18 PM
Hey wanted to say thank you for that nice mod. I like it really, furry for all! :3 The sad thing i have at the moment is i cant get it to work with the patch for prepare carefully, think i have to wait till the patch is updated. :'(
#34
Sadly i think it dont work with alpha 16. If it do's, i'm doing anything wrong. xD
Trying to start a new game with the patch for prepare carfully & orassans. Creating the world works fine and picking a storyteller but if i want to "prepare carefully" i can click how many times i want but nothing happens. :( If i try without the patch and orassans, only with prepare carefully, it works. ._. Damit now i have to wait til the update because i waaant the cats. xD
#35
Outdated / Re: [A12d][ModPack] The ModVarietyPack
October 12, 2016, 04:39:20 AM
I would love to do it but its a bit to complicatet for me(i only have experience with xml editing) and of course its a lot of work. :-\
#36
Outdated / Re: [A12d][ModPack] The ModVarietyPack
August 11, 2016, 03:27:26 AM
I think this big good mod packs will alway's die till the time rimworld is more to complete state. Because the most mod's die because of the huge changes on the game data-oriented. The "big" updates changes many things and the modder have to find every change that can or will be change their work and destroy the mod. Thats a lot of work. :D And not everyone like to do such huge work in their freetime.
#37
Outdated / Re: [A12d][ModPack] The ModVarietyPack
July 16, 2016, 07:13:26 AM
Quote from: magik20 on July 15, 2016, 10:49:12 AM
no im sorry for my poor explanation, please see the attached photo

I think you searching for combat realism. :) https://ludeon.com/forums/index.php?topic=9759.0
#38
Quote from: AllenWL on July 08, 2016, 11:29:08 PM
Quote from: Kitsune on July 07, 2016, 04:32:02 AM
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)
I'm like, 99% sure you start out with the padded sleeping spot, which is also kinda weird, because until you research the butcher table, you can't make the padded sleeping spot anyways.

Or you get lucky, the magic word is trade caravan. *~*
#39
Quote from: Korn.Mil on July 08, 2016, 01:52:04 AM
You mean if i instal this mod, i dont need CR ? :D its already included?

Exactly. ^~^
#40
Quote from: Korn.Mil on July 07, 2016, 04:58:29 PM-snip-

If, what i think, you try to use combat realism beside this mod, you dont need it. Its somewhat build in. ;) If i'm wrong and
you get the error with only this mod, i sadly have no idea what is wrong. :D

Edit: Yes, on first site in the description, "CR included".
#41
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)
#42
Quote from: BlackSmokeDMax on July 03, 2016, 08:12:01 PM
Here is how my mods are setup (my modsconfig file):

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBModOrder</li>
    <li>ARBRealisticResearch</li>
    <li>ARBNoRaiderATVs</li>
    <li>StorageSearch</li>
    <li>EdBColonistBar</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Stonecutting Tweak</li>
  </activeMods>
</ModsConfigData>

No issues of any kind.

One not so obvious tip. Make sure you never enter the mods menu option without exiting/re-starting the game. Even if you changed nothing, you still need to do this! That was my big mistake back when I first started using mods. I would get everything installed correctly. Exit, restart, and then go into mods to make sure everything was still OK. Then I would create the world. Bam, at this point I was going to have problems due to not having restarted after going into that menu again and just didn't realize it yet.

Will try it to set it on bottom of the list. :D

Edit: Hm dont know, have it at the last entry in the list but it dont work, at least on my actual colony, maybe i need a fresh world? :/
#43
Quote from: BlackSmokeDMax on July 03, 2016, 10:01:15 AM
Quote from: CFSapper on July 03, 2016, 09:06:21 AM
Love the mod so far, exactly what I was looking for, minus one thing no Colonist Bar :P gonna add one on my next play through. maybe think of adding it to the "modpack"?

I add:
EdB Colonist Bar
Stonecutting Tweak
StorageSearch
LT_NoCleaningPlease

oh and also the NoRaiderATV addon to this mod.

I use these all with no problems, makes for a great game!

If i use the nocleaningplease my colonists are not doing anything what i say. I even can not tell them to haul something with right click.  :o
#44
Thank you, at least i have now the electric coolers and my refrigator works perfekt. ;D
#45
Uhm im still confused after reading the talk about the sunlight cooling chimney's. Are they now for cooling or not? Time to time the room is warmer as the outside sometimes its cooler as the outside. ???