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Messages - Exende

#31
Hello, I seem to run into an issue.

[[B18] Trading Economy Mod 2.1 ] Patch operation Verse.PatchOperationAdd(*/BiomeDef[defName = "BorealArchipelago"]/allowedPackAnimals) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1130945311\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


as well as the same errors for Desert, Termperate, Tropical and TundraArchipelagos, would this be a mod order issue or would it be something else?
#32
Thing is, since Steam will auto update games to the newest update unless you choose not to, there's no reason not to have workshop items be the same
#33
Quote from: TerrorThomasCao on February 04, 2017, 02:03:59 PM
Just tell me if this isn't your mod honestly I'm not sure but I got a Black market Trader ship and they were selling Ma'Tok staffs and I'm not sure this is supposed to happen.

looks like you downloaded the 300 mod by mistake
#34
Mods / Re: [Mod Idea] anti-mortar
May 28, 2017, 12:59:59 PM
but the reason for Mortars existing is to stop turtling no?
#35
Quote from: SpaceDorf on May 28, 2017, 08:50:54 AM
A SEARCH BUTTON !!!!

The Mod Works and you are a genius.
Thank you so very much for all the effort you put into this mod.

===== EDIT =====

And I found a major flaw in your mod.

There is no option to leave the mod menu without restarting rimworld .. quite anoying if I opened the menu by accident or did not change anything.

you can press 'esc', but yeah, it's a bit of an oversight to not have that X Button, lol
#36
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 20, 2016, 04:28:21 PM
Quote from: Serenity on September 20, 2016, 01:37:52 PM
I've been playing with a mod that increases the frequency of orbital traders and I've still never saw them selling unbutchered fish. Might be a good to add that to bulk good traders. Then you can use the aqua culture basins even in non coastal areas.

Also is there something to do against fungus or algae blooms? Seems like all you can do is wait them out.

Iirc they only grow on natural floors
#37
Outdated / Re: [A15/A14/A13] Aristocat's mods
September 19, 2016, 06:23:45 PM
question, does your BionicImplant work as is for A15 (besides changing the version number)?
#38
Too bad the game doesn't allow pawns to deploy their own inventory that i know of, because it would be great if a pawn can lug around a sleeping bag and if they are too far from their room that can just deploy to rest up.  Those sleeping bags look awesome by the way
#39
Outdated / Re: [A15] Wandering Caravans v1.1 (13/09/2016)
September 13, 2016, 03:14:24 PM
I for one would have loved the baby piƱata muffalo :(, RIP
#40
Outdated / Re: [A15] Trap Defence V1.0 ~ SPIKE 'EM!!
September 06, 2016, 06:22:41 PM
I'm guessing mechanically they work the exact same way as Deadfall Traps, just with different stats then?
#41
Outdated / Re: [A14/15] Psychology (2016-09-04)
September 04, 2016, 09:49:25 PM
just wondering, does this mod override the Defs of the Hospitality mod?
#42
Outdated / Re: [A14] No Cleaning Please! 1.0.2
September 02, 2016, 09:19:45 PM
anyone know if this works in A15 as is?
#43
Quote from: Jaxxa on August 31, 2016, 09:07:30 PM
Quote from: Deimos Rast on August 31, 2016, 09:03:43 PM
Quote from: Marnador on August 31, 2016, 07:40:43 PM
Sorry for broken link earlier. I will have the A14 link on the main page, and I will keep doing that for older versions in the future.
Got a link the the mod? Might be able to answer that.
maybe he means Jaxxa's version of this mod? Skully doesn't have a turret mod iirc.
I'll kill my link since the need has passed.

That would be my guess.
Now that Marnador is back and updating this mod I am not planning to update my version to A15.

yeah, my mistake, it was your mod!  apologies!!
#44
say, what's the difference between this mod and the one made by Skullywag?
#45
I suppose there could be a resistant trait pawns can get that can do away with these penalties *shrug*