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Messages - Severik

#1
Quote from: AllenWL on October 08, 2018, 06:25:36 AM
Quote from: Severik on October 07, 2018, 12:47:04 PM
Hi, i found an irritating error. Droids do lose experience instead of gaining it while doinga job. I dont know what happened, i didnt change a single thing and it happens in all saves. Dies anyone know this phenomenon?
Droids shouldn't be losing or gaining experience at all.
Do you have any mods that might mess with exp gain?

well yes they shouldnt get any XP but losing some is even worse.... i dont think i have any mods that do something to XP gain. its my second play thru in this setting with only "deep Rim" getting added and it worked for one play thru and about 20 days of the one im on now.

i gave the the trait "fast leerner" with dev mode to compensate the XP loss so i can play while im looking for a solution.

i first noticed the XP loss when one of my droids was doing nothing despite the mass of mining work to do.

here is a list of all the mods i have installed:

Alien Race framework
Allow Tool
Androids
Anesthetic Gun
Animalö Accessory
Better social Skills
Cleaning Area
Collapser
Colony Manager
Dead Mans Clothing
Deep Rim
Easily Craftable Components
EPOE
Genetically Engineered Plants
Genetic Rim
Glittertech
Glitterworld Prime
Hugs Lib
Impassable Map Maker
Infinite Storage
Jecs Tools
Mend and Recycle
Miniaturisation
Mining Priority
Misc_Core
Misc_Robots
Misc_TurretBase
Misc_WeaponRepair
Misc_BeeAndHoney
Naturte is Beautiful
Profitable weapons
Rimfactory
QualityBuilder
QualitySurgeon
Questionable Ethics
Rimatomics
RimFridge
Rimsenal
Rimsenal_Security
Rimworld-Schields
RT_Fuse
RT_SolarFlareShield
Safely Hidden Awaay
StackXXL
Turret Expansion
Vegetable Garden
Weapon Storage
What the Hack
#2
Hi, i found an irritating error. Droids do lose experience instead of gaining it while doinga job. I dont know what happened, i didnt change a single thing and it happens in all saves. Dies anyone know this phenomenon?
#3
Hi,

i dunno if its an error with this mod or with Deeprim but the Construction drones wont mine in an Deeprim Mineshaft. they do construction and all but no mining. they work fine on the surface thought.
#4
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
February 18, 2018, 07:48:11 AM
hah! you were right. i was so stupid to not check my Power Consumption. i was living off Saved energy in Batteries....gonna have to built some Powersources fast. thank you
#5
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
February 17, 2018, 07:53:34 PM
hi,

im getting some strange bug here.

i loaded my Savegame (nothing changed since last save, no new mods, none deletet, non actualised) and my infinite Storages were acting strange.

they acted as if they were stuck in the "empty" mode. Pawns were trying to insert items and they just landed next to the storage. i tryig the "collect" button but nothing happened. i already checked the logs and there are no errors (at least not concerning this mod) and if i remove the mod completely. load the Savegame, save it, reload the mod, load the game and build an infinite Storage, its still the same Problem. i dont have this Problöem in other Saves and new games.
#6
So are there any Plans to "repair" the Behaviour of Hauling Robots from the "Misc. robots" mod? they aren´t transporting anything anymore.

since the last Updatey they don´t throw errors while searching for a Job they are not Designed to do like before but they are outright useless if they are just staying still besides their Basestation.

i like this Mod but its Breaking other Mod´s mechanics and i can´t remove it without ruining my Savegame.
#7
Quote from: Walking Problem on January 23, 2018, 05:04:21 AM
Currently there is no penis and vagina checks in this framework.

just as i would exspect it from an Alien Framework. who said every Alien has human(like) genitals.
#8
Outdated / Re: [B18] Insulating Walls
January 12, 2018, 12:51:34 AM
i got almost no errors the last few days.

then i was away for about 10 minutes after building a second layer of walls around my Research Lab.

when i came back, all my Pawns and Animals were Suffering from extreme Cold. it was -125°C and falling. had to load an older Save. still got the Problem after building the double Walls. so i had switch off the mod.
#9
it looks like something about the Robots is causing errors when im trying to start a new colony..... i already redownoaded all mods but nothing changed, worked fine with the last verson
#10
the Scar Fixer seems to be buggy..... or maybe its some kind of mod incompatibility with some other mod but as soon as it is finished, my game turns unplayable with weird colours etc. saves that i make short after this happens are unable to load
#11
Quote from: Loki88 on April 21, 2016, 02:29:15 PM
Is tofu intentionally classed as both meat and raw plant food?...
it is....vegans -.-
#12
Quote from: Dave-In-Texas on April 18, 2016, 05:41:19 PM
Quote from: skullywag on April 18, 2016, 05:12:43 PM
on the list, maybe, seeing what i can do with them. Even if its just fuel capacity.

make a hi-tech fueled furnace that burns steel.  call it an arc reactor. :-)

Just make an Upgrades Version that burns old furniture, weapons, clothes and wool.
#13
that warning is extremly annoying....and i get it even when something breaks that is not a battery.....could be another mods doing but hey, would be nice to have ccl recognize the stuff batteris as bateries
#14
hey EDB, love the mod but could i ask a favor?

is it possible to save a spezific mod order/list as seperate xml or even just a txt file or hat ever is good and make it loadable/interchangeable like the Presets in prepera carefully? would save me (and i guess, some other ppl too) a bunch of time when checking which mod brings which error and reenabling them all afterwards in the correct manner....at least if one is using many mods
#15
the Silo stores only chunks (sandstone chunks and so on) and no other items

the relay is a kind of teleportation device, it teleports everything thats on it to the warehouse its connectet to.

the Stockpiles are the main Storageunit and can hold every item that is allowed for the Surrounding storagezone

the Warehouse is the "router" for everything, it connects all the stoiles/Silos in one storagezone and makes them more efficint (spliiting stacks over different stockpiles and combining stacks etc.) and it also is the "Accespoint" for the Relays where they transport items to when connected, the items then get stored on a connected Stockpile just like everything thats brouht to the storagezone by pawns