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Messages - Nanao-kun

#31
The one cutoff here is Flowers and Trees. The other cutoff one is from a different mod. Honestly, it might help if the research window was larger or could scroll vertically.

#32
I always seem to forget about asking this, but could you lower the volume of the weapons? They're much louder compared to the vanilla weapons, overpowering pretty much all the other sounds in the game.
#33
Thanks for the update. Is it intentional that the cooking stove bills don't specify the number cooked (besides the 3 vanilla ones)?
#34
Releases / Re: [A15] Static Quality Plus A15.1.1
December 20, 2016, 02:24:39 PM
Would also love to see an a16 version.
#35
Outdated / Re: [A15/A16] Enhanced Crafting
December 17, 2016, 06:45:52 PM
Quote from: joaonunes on December 17, 2016, 05:25:56 PM
How likely, from "Very Likely" to "Certain", am I to break my save by "swapping" this mod to Crafting Hysteresis' place without starting a new game?

I tried, just doesn't load.
#36
Quote from: jecrell on December 10, 2016, 03:08:26 AM
Sorry my good man.

I cannot replicate this problem.

Based on your configuration, if I had a guess. It seems to be both AchtungMod and ImTheWorkerNow are having a conflict.

Alright, thanks for the response. Just found it odd because it works for all of my other colonists, just not the cultist that joined when she heard of my cult.
#37
I'm not entirely sure if the Cults thing is causing this, but I can't seem to interact with the cultist that joined my colony in certain ways, i.e. any right click options (such as arrest, no context menu appears), or treating them when injured. I don't remember if they could do it before I got her a psionic brain though. Attempting to interact with her gives a "Object reference not set to an instance of an object" (below is snipped from the output log) error in the ingame debug log. She's also the preacher of the cult.

NullReferenceException: Object reference not set to an instance of an object
  at ImTheWorkerNow.ITWN.PostMenuOption (System.Collections.Generic.List`1 list, Verse.Pawn pawn, Verse.Thing target, System.String title, System.Action action, MenuOptionPriority priority, System.Action mouseoverGuiAction, Verse.Thing revalidateClickTarget, Single extraPartWidth, System.Func`2 extraPartOnGUI, Verse.WorkTypeDef workType) [0x00000] in <filename unknown>:0
  at ImTheWorkerNow.FloatMenuMakerMap_Detour.AddUndraftedOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AchtungMod.FloatMenuMakerMap_Patch.FloatMenuMakerMap_ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AchtungMod.Controller.MouseDown (Vector3 pos) [0x00000] in <filename unknown>:0
  at AchtungMod.Controller.HandleEvents () [0x00000] in <filename unknown>:0
  at AchtungMod.MainTabsRoot_Patch.MainTabsRoot_HandleLowPriorityShortcuts () [0x00000] in <filename unknown>:0
  at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
#38
Quote from: faltonico on November 06, 2016, 09:35:45 PM
Quote from: Nanao-kun on November 06, 2016, 08:16:04 PM
...as for mods, I've got a lot of them. Need to find some easy way of getting a proper list...
go to:
%HOMEPATH%\AppData\LocalLow\Ludeon Studios\RimWorld\Config
The file is "ModsConfig.XML".
I found out about it recently, it has your mod list and mod order.
I hope it helps.

Oof, I'd totally forgotten about that.

<li>Core</li>
    <li>A15 MBS Spotlights v2.0</li>
    <li>Achtung</li>
    <li>AllowTool</li>
    <li>Animal Feed Trough V1.1 A15 [V.G.]</li>
    <li>Ariadna</li>
    <li>Barn Stall V1.0 A15</li>
    <li>BetterInfestation</li>
    <li>Cobblestone Floors A15</li>
    <li>CrashLanding</li>
    <li>DefensivePositions</li>
    <li>ED-ShieldsBasic</li>
    <li>Enlighten</li>
    <li>Faction Discovery</li>
    <li>FashionRIMsta</li>
    <li>FluffierThanThou-RW_Blueprints-9cbe574</li>
    <li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
    <li>High Caliber</li>
    <li>Hospitality</li>
    <li>Infused</li>
    <li>LEDTechnology_0_7</li>
    <li>Less-Rebuff</li>
    <li>MapReroll</li>
    <li>Medieval Asian Weapons</li>
    <li>Mending</li>
    <li>MiningCo. LaserFence</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Modular Tables</li>
    <li>More Vanilla Turrets</li>
    <li>PackMuffalo</li>
    <li>PetFollow</li>
    <li>QualityBuilder</li>
    <li>RedistHeat</li>
    <li>RemoteExplosives</li>
    <li>RimFridge</li>
    <li>RIMkea 1.1</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimushima</li>
    <li>RTFTJ</li>
    <li>RT_Fuse-A15-1.0.2</li>
    <li>RT_SolarFlareShield-A15-1.0.5</li>
    <li>RW_ColonistBarKF-0.15.3</li>
    <li>static_quality_plus_A15.1.1</li>
    <li>Refactored Work Priorities</li>
    <li>Hand Me That Brick</li>
    <li>Cooks Can Refuel</li>
    <li>Better Pathfinding</li>
    <li>Stonecutting Tweak</li>
    <li>Vegetable Garden</li>
    <li>WanderingCaravans</li>
    <li>[A15] [Lighter] Realistic Darkness</li>
    <li>JTBetterHauling</li>
    <li>JTEfficientBatteries</li>
    <li>JTOrbital</li>
    <li>JTReplaceWalls</li>
    <li>JTSavagePrisoners</li>
    <li>JTWeRAnimals</li>
    <li>JTCampfireCremate</li>
    <li>Floored</li>
    <li>Fences And Floors</li>
    <li>FloorLights</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>HP Lovecraft Storyteller [DoublePop] v1.1b A15</li>
    <li>Call of Cthulhu - Cosmic Horrors V1.3f A15</li>
    <li>Call of Cthulhu - Industrial Age V1.0d A15</li>
    <li>Call of Cthulhu - Neutral Factions V1.5 A15</li>
    <li>VeinMiner</li>
    <li>RomanceDiversified</li>
    <li>RumoursAndDeception</li>
    <li>AMC(1) DE Surgeries</li>
    <li>AMC(1) ExpandedProsthetics&amp;OrganEngineering</li>
    <li>AMC(2) ADogSaid</li>
    <li>AMC(2) Chemicals &amp; Neutroamine</li>
    <li>AMC(2) EmergencyTreatment</li>
    <li>AMC(2) Improved Surgery</li>
    <li>AMC(2) Medical Training</li>
    <li>AMC(2) Realistic Medical System EPOE Version</li>
    <li>AMC(3) Compatibility patch_ADog &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_DESurgery &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_EPOE &amp; ISurgery</li>
    <li>AMC(4) Compatibility patch_EPOE Realiistic Medical &amp; ISurgery</li>
    <li>Miniaturisation</li>
    <li>CraftingHysteresis</li>


There we go.
#39
Quote from: Several Puffins on November 06, 2016, 07:36:42 PM
Nanao-kun - How strange! Has it happened more than once? I'm happy to look into it, but I might need a bit more info- in particular which other mods you're using. In the mean time, I hope you can have fun with your long-lost twins game!

It's happened twice so far, one was a wanderer, the other was running from pursuers; as for mods, I've got a lot of them. Need to find some easy way of getting a proper list... although I did update Hospitality at the same time.
#40
I'm not quite sure, but after starting a new game with these mods, I've found that my pawns seem to duplicate. As in, a wanderer will arrive, and it's an exact copy of one of my colonists.
#41
Visitors are vanilla though, aren't they?
#42
Didn't get a screenshot, but it seems fuel puddles block the roller.
#43
Releases / Re: [A15] Fences And Floors v1.1
October 30, 2016, 05:09:36 PM
I can't seem to repair the high security fences when they're damaged. I can build and deconstruct them, that's about it.

EDIT: Nevermind , I forgot you can only repair things in the home area.
#44
Quote from: historic_os on October 29, 2016, 11:10:16 AM
Quote from: Nanao-kun on October 29, 2016, 01:26:52 AM
It seems that if a pipe from the RedistHeat mod is in the way, the stuff on the belt can't get past.

Hey, iv'e downloaded the mod and setup the following test case(image). Didn't have any issue with transferring items on the belt, can you post a screenshot of your scenario?
P.S. my test was made using both mods at the latest version.

That's weird, I tested it again myself, and it suddenly worked. Huh, odd.
#45
It seems that if a pipe from the RedistHeat mod is in the way, the stuff on the belt can't get past.