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Messages - Mufflamingo

#31
Mod bugs / Pawns just stop and stand then vanish!
March 09, 2018, 05:46:06 AM
Hello. Help pls. Some of my pawns just stopped doing anything and I checked the log and it says what's in the picture.

I screenshot it and continued the game then my pawn suddenly vanished! then the UI became glichy suddenly disappearing then coming back again pls help me! T_T

Here is my mod list:

<li>Core</li>
    <li>HugsLib</li>
    <li>ModSwitch</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>HappeningStoryteller 1.1</li>
    <li>HelpTab</li>
    <li>MapReroll</li>
    <li>MetroArmory18_0</li>
    <li>PickUpAndHaul-0.18.1.7</li>
    <li>ResearchPal</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>RimTweaks-1.0a</li>
    <li>RuntimeGC</li>
    <li>TradingSpot</li>
    <li>Vegetable Garden</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Resources</li>
    <li>RF - Archipelagos</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Configurable Maps</li>
    <li>RF - Consolidated Traits</li>
    <li>RF - Editable Backstories</li>
    <li>RF - Editable Pawn Titles</li>
    <li>RF - Faction Control</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - More Trait Slots</li>
    <li>RF - Pawns are Capable!</li>
    <li>RF - Scenarios</li>
    <li>RF - Smooth Stone Walls</li>
    <li>AllowDeadMansApparel</li>
    <li>AllowTool</li>
    <li>AnimalsLogic</li>
    <li>AnimalTab</li>
    <li>Blueprints</li>
    <li>BricksDontVanish-B18-1.0.1</li>
    <li>CustomDeathRandomness</li>
    <li>DD WorkTab</li>
    <li>FreshStockpileFilter-master</li>
    <li>ImprovedWorkbenches</li>
    <li>Logistics</li>
    <li>MedicalTab</li>
    <li>Miniaturisation-0.18.0</li>
    <li>Moody</li>
    <li>MorePlanning</li>
    <li>PathAvoid</li>
    <li>PlantCuttingIsForGrowers-1.0b</li>
    <li>QualityBuilder</li>
    <li>ReplaceWalls</li>
    <li>RW_RefugeeStats</li>
    <li>SelectableSculptureGraphic_A18</li>
    <li>StackMerger</li>
    <li>static_quality_plus_B18</li>
    <li>TableDiner_Simple</li>
    <li>StorageSearch-A18</li>
    <li>WildlifeTab</li>
    <li>DontShaveYourHead</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Skylight</li>
    <li>Fallout-Traits-1.0</li>
    <li>GiddyUpCore-18.5.7</li>
    <li>battlemounts-18.5.1</li>
    <li>Hospitality</li>
    <li>Inspiration</li>
    <li>Locks</li>
    <li>Mending</li>
    <li>NackbladIncRimhair</li>
    <li>Psychology</li>
    <li>RunAndGun-0.18.3.2</li>
    <li>SimpleSidearms</li>
    <li>Spoons Hair Mod -A18</li>
    <li>Animal Feed Trough B18</li>
    <li>Apparello</li>
    <li>Barn Stall B18</li>
    <li>BodyPartStorage</li>
    <li>CentralizedClimateControl</li>
    <li>ChangeDresser</li>
    <li>ExtendedStorage-master</li>
    <li>FashionRIMsta -A18</li>
    <li>Fences And Floors</li>
    <li>Fireplace Mod V1.9b B18</li>
    <li>Flags-18.00</li>
    <li>Holy Washer B18v1.2.1</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>More Furniture</li>
    <li>More_Sculpture</li>
    <li>Right-Tool-for-the-Job-Rebalanced-0.18.1.3</li>
    <li>RimFridge</li>
    <li>sd_pillowsCo</li>
    <li>sd_roundtable</li>
    <li>TextileStorage</li>
    <li>TradingEconomy V2.4</li>
    <li>Tribal Essentials</li>
    <li>Wall_Torch B18</li>
    <li>WeaponStorage</li>
    <li>FFGermanShepherd_A18</li>
    <li>FFGermanShepherd Caravaneer_A18</li>
    <li>AnimalCollabProject-master</li>
    <li>Medieval Times (v. 1.93.B18)</li>
    <li>JecsTools</li>
    <li>Doors-Expanded</li>

[attachment deleted due to age]
#32
Movement is hindered when moving inside the tile of an open door.
#33
Conflicts with rimsearch. It removes the search bar when accessing the storage tab.
#34
Request: Can you do a SINGLE door in a SINGLE tile? Because the vanilla door is a DOUBLE doors in a SINGLE tile.
#35
Quote from: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?

You don't?!

Well, I'm starting a new game too after I install CE (BEEN WAITING FOR IT SINCE A17) and I will not open this forum again. I don't wanna find a new interesting mod in a middle of a game.  :P
#36
Releases / Re: [B18] Don't Shave Your Head! - v18.2
February 21, 2018, 07:57:28 PM
Quote from: Harry_Dicks on February 21, 2018, 10:54:50 AM
Ah yes. That also causes issues with Zombieland and Rim of Madness pawns (zombies and cosmic horrors, respectively).

I think it has something to do with baseHuman activating the 3 earlier lifestages and then it somehow messes up where the hair gets rendered on some pawns and the ones I mentioned from the mods above.

Hopefully the author, Thirite, can get this sorted out. Because I really want to use "Children and Pregnancy", along with "Children, School, and Learning". What I can only assume, from what little knowledge I have and having conversed with others vastly more knowledgeable than me, is that Children and Pregnancy doesn't have built it exceptions, or something like that, to stop itself from messing with something that other mods depend on the function properly. All of that is way beyond me, though ::)

I think it would be a lot of fun if you want to do a long game, and maybe say my new colony will only accept new colonists that are part of my family. Starting pawns could be a mother and father, with maybe a child or two, whatever ages. You could setup in the defs what ages you want each stage to occur at, as well as in the mod options what ages children can start going to school and/or teaching, working, restricted work skills, skill inheritance, etc.

I know the whole pregnancy thing isn't for everyone, but c'mon, that sounds like it can be pretty fun if you want that for a long term game. Combining the two mods means you get the awesome teacher and school parts from one mod, and then all of the life stages and proper pregnancies from the other.

These screenshots do make it look really nice.












YOU MONSTER. YOU WAKE THEM UP AT 5 AND MAKE THEM GO TO SCHOOL AT 6?!?!?
#37
Quote from: JustALittleCrazyTalk on February 14, 2018, 03:30:53 AM
Neither of those things help, I don't think I explained the problem very well.

In vanilla, you can order the cook to make 10 meals, then whenever that bill is satisfied make pemmican.

There's no way to tell the cook make stew, then make pemmican.  Zone restriction/Better Workbenches Management just manages multiple cooks using different bills.

I get what he means.

I too have a bill in the firepit to make 50 jerky and a cook 10 simple meals.

My cook will always cook the jerky before the meals.

If the workbench is unified we can move the meals to a higher priority through the bill tab.
#38
Someone pls make a bunny suit mod for the bunny ears.
#39
Man. It really does reduces lag and stutters. Lol. I don't know how.
#40
Quote from: Canute on February 10, 2018, 12:46:04 PM
This is a thing of of Extended storage.
Don't forget all storages just got 1 input and 1 storage tile.
When someone unload he lock that input tile and can max. drop 1 full stack there.
Thats why i create a stockpile zone before these storages but with lower priority. Then they drop the first stack at the storage the next at the stockpile and the 3. at the storage again. And then he haul the stockpile one to the storage.


There must be a way to haul everything (both carried items and inventory items) into that 1 input tile in just one drop. If none, then I'll just watch them do their hauling routine.  ;D
#41
Pick up and haul kind of doesnt synergize with extended storage.

Instead of getting all the rice and putting it in the food basket (extendedstorage item) my pawn tend to take all the rice (500 for example), put 75 in the basket and unload the rest on the ground. Then get the 425 inside the inventory then put 75 in the same basket again and unload on the ground. Then get the 350 inside the inventory then put 75 in the basket then unload on the ground. Till there is no more rice to haul.

Not that I'm demanding a fix. But you might consider it on your future plans. Thanks.  :)
#42
Im the first to download it!
#43
Yes. I got tired of waiting of a caravan so I decided to travel to the nearest base and boy lots of animals were being sold. Thanks for this mod really, I dont need to hope and pray for a cow in a nearby settlement faction.

Also, I noticed the name of the corporation WALKing proBLEM. Cool name.  ;D
#44
General Discussion / Re: What was that Iron mod again???
February 08, 2018, 07:31:27 AM
In game description says its steel. I dont wanna argue abt whether its steel or iron or if ever its supposed to be in game. I judt want to find that mod that makes me make mine iron and make steel. I think that mod also has woodcutting feature idk. Oh man I miss that mod.
#45
General Discussion / What was that Iron mod again???
February 08, 2018, 03:32:56 AM
So there was this mod I installed the past alphas that lets you mine iron and make steel. I forgot the name. Can someone help me find it?