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Messages - Warforyou

#16
Quote from: viperwasp on October 18, 2018, 03:18:51 PM
I have always used Expanded Prosthetics and Organ Engineering. This mod feels like a competing mod kind of? Do these mods work together?
Which one is better? If I really liked Expanded Prosthetics and Organ Engineering should I still check out Rah's Bionics and Surgery Expansion. Or is it suggested I use both? If I do use both I don't like a whole lot of mod overlap unless it's done in an okay way.

Thanks this mod does look sweet which is why I'm asking. And I don't mean any offense to this mod maker. In fact I'm very thankful we have so many good mods.

You should check the description first. It contains all the answers you are looking for..
#17
Could you make it use water system from Dubs mod
#18
Outdated / Re: [B18] Gerrymon's Sombrero
March 20, 2018, 06:37:00 PM
...wait, why does your ms Samantha have mustache??? D:
#19
Releases / Re: [B18] Crash Landing (v11.00) (21-11-2017)
February 28, 2018, 05:04:30 PM
Maybe a request for a tiny patch for your mod to use all the different ship chunk types from Various ship chunk mod if it's active?
#20
Everything getting "wet" stays "wet" forever if I reload that save...
Not that I mind much but you can't build anything on "wet sand". Sure it spams errors every tick ever since...
#21


Wow. Am I really supposed to research this???
#22
Somehow my military grade turrets are out of condition and do nothing with this mod on.
#23
Megabeasts have their wight set wrong. I.E. Paraceratherium weighs only 10 (!) kilos. BTW he gives you insane amount of meat (1700)! And his dead corpse weighs 0 wich makes farming them off-colony too much profitable.

Also I think that their leathers should be rebalanced. Right now they have the same stats as basic (hare, etc) leathers. I guess it should be kinda tougher at least!
#24
Quote from: gaultesian on July 13, 2017, 05:30:01 PM
Looks like I got this error in my latest game.  I researched all the requisite techs and when doing the bill order for the MAI, and it completes, the message that an enhanced MAI is posted, but it still remains dormant, and I do not get the MAI in my colonist list.  Here is the error:

Error while creating AIPawnE.
Cannot cast from source type to destination type.
STACK:
  at AIPawn.AIPawnGenerator.GeneratePawn (Verse.PawnGenerationRequest& request, Verse.Map map, Int32 tries) [0x00000] in <filename unknown>:0
  at AIPawn.AIPawnGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.CreateAIPawn (System.String pawnDefName, IntVec3 position, Verse.Map map, Gender gender) [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreatorEnhanced.Create () [0x00000] in <filename unknown>:0
  at AIPawn.Building_AIPawnCreator.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIPawn.Building_AIPawnCreator:Tick()
AIPawn.Building_AIPawnCreatorEnhanced:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I have tested this error with the Psychology mod on and off (had to start a new game, otherwise it will give me a continuous error dialog when I inactivate it on a current game.  On a new game, without psychology on, the MAI work like a charm.  When psychology is activated, it will not allow the MAI to activate.

Cheers,

The same there for me.

EDIT

Nevermind, just updated Psychology and everything works perfect now!
#25
Quote from: SpaceDorf on July 16, 2017, 09:26:40 AM
Quote from: Warforyou on July 16, 2017, 09:14:38 AM
Can't you make it so that big critters attacked by spiders fight back? Neither my colonists seem to try to defend themselves when attacked nor tigers or dinosaurs from "megafauna" mod do.

They do, have you checked if the critters are still stunned by the web of the spider ? As long as the web is there they can't fight back .. the web gets destroyed after a while .. either it's to late by then or they start fighting back.

If you really want to see some epic monsters install the rascally rabbits mod from dburgdorf ( rainbeau flambe )
The Beasts of Caerbannog are truly fearsome to behold.

I have only seen my hauling bot fight back a spider yet lol.
TY, I'll definitely check it out.
#26
Can't you make it so that big critters attacked by spiders fight back? Neither my colonists seem to try to defend themselves when attacked nor tigers or dinosaurs from "megafauna" mod do.
#27
Outdated / Re: [A17] Project Fallout v1.5
July 16, 2017, 07:37:16 AM
Also it seems like the patch you've uploaded doesn't work as Vault guys still won't neither trade with me, nor send their caravans even though I can order them.
#28
Outdated / Re: [A17] Project Fallout v1.5
July 15, 2017, 08:13:32 PM
Brahmins have their body mass chosen wrong. I guess they should weight 100 times more as 1.75 kg makes no sense. Their weight is important when using drop pods or OHU dropships mod.
#29
Outdated / Re: [A17] Dinosaurs
July 09, 2017, 07:07:00 PM
Wow! I request the special version in which dinosaurs are 3 times bigger and 10 times harder! And they drop their precious scales! And going manhunt when their egg is stolen!
#30
And what about Rahs bionics and surgery compatibility? Its EPOE of sorts after all, but...