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Messages - Exende

#46
You naming your mod as such gives me thidea of actually sending out pawns to discover new factions in the world (a la misc. Mod), and either returning with gifts given by faction leaders or returning with a mood boost for 'exploration'
#47
Omg I am silly, disregard,  i right this in the rimfire thread too .-.
#48
using the latest github version:

Could not find type named Combat_Realism.ThingDef_CaseLeaver from node <ThingDef Class="Combat_Realism.ThingDef_CaseLeaver" Abstract="True"><category>Projectile</category><tickerType>Normal</tickerType><altitudeLayer>Projectile</altitudeLayer><thingClass>Combat_Realism.BulletCR</thingClass><label>.56-56 Spencer rimfire bullet</label><useHitPoints>False</useHitPoints><neverMultiSelect>True</neverMultiSelect><graphicData><shaderType>Transparent</shaderType><texPath>Things/Projectile/Bullet_Small</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><projectile Class="Combat_Realism.ProjectilePropertiesCR"><damageDef>Bullet</damageDef><speed>63</speed><damageAmountBase>10</damageAmountBase><armorPenetration>0.15</armorPenetration></projectile><defName>Bullet_5656Spencer</defName></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find type named Combat_Realism.ThingDef_CaseLeaver from node <ThingDef Abstract="true" Class="Combat_Realism.ThingDef_CaseLeaver"><category>Projectile</category><tickerType>Normal</tickerType><altitudeLayer>Projectile</altitudeLayer><thingClass>Combat_Realism.BulletCR</thingClass><label>.22 LR bullet (FMJ)</label><useHitPoints>False</useHitPoints><neverMultiSelect>True</neverMultiSelect><graphicData><shaderType>Transparent</shaderType><texPath>Things/Projectile/Bullet_Small</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><projectile Class="Combat_Realism.ProjectilePropertiesCR"><damageDef>Bullet</damageDef><speed>68</speed><damageAmountBase>6</damageAmountBase><armorPenetration>0.25</armorPenetration></projectile><defName>Bullet_22LR_FMJ</defName></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find type named Combat_Realism.ThingDef_CaseLeaver from node <ThingDef Abstract="true" Class="Combat_Realism.ThingDef_CaseLeaver"><category>Projectile</category><tickerType>Normal</tickerType><altitudeLayer>Projectile</altitudeLayer><thingClass>Combat_Realism.BulletCR</thingClass><label>.22 LR bullet (HP)</label><useHitPoints>False</useHitPoints><neverMultiSelect>True</neverMultiSelect><graphicData><shaderType>Transparent</shaderType><texPath>Things/Projectile/Bullet_Small</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><projectile Class="Combat_Realism.ProjectilePropertiesCR"><damageDef>Bullet</damageDef><speed>68</speed><damageAmountBase>8</damageAmountBase><armorPenetration>0.2</armorPenetration></projectile><defName>Bullet_22LR_HP</defName></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find type named Combat_Realism.ThingDef_CaseLeaver from node <ThingDef Abstract="true" Class="Combat_Realism.ThingDef_CaseLeaver"><category>Projectile</category><tickerType>Normal</tickerType><altitudeLayer>Projectile</altitudeLayer><thingClass>Combat_Realism.BulletCR</thingClass><label>.500 S&amp;W Magnum bullet (FMJ)</label><useHitPoints>False</useHitPoints><neverMultiSelect>True</neverMultiSelect><graphicData><shaderType>Transparent</shaderType><texPath>Things/Projectile/Bullet_Small</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><projectile Class="Combat_Realism.ProjectilePropertiesCR"><damageDef>Bullet</damageDef><speed>82</speed><damageAmountBase>17</damageAmountBase><armorPenetration>0.35</armorPenetration></projectile><defName>Bullet_500SW_FMJ</defName></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not find type named Combat_Realism.ThingDef_CaseLeaver from node <ThingDef Abstract="true" Class="Combat_Realism.ThingDef_CaseLeaver"><category>Projectile</category><tickerType>Normal</tickerType><altitudeLayer>Projectile</altitudeLayer><thingClass>Combat_Realism.BulletCR</thingClass><label>.500 S&amp;W Magnum bullet (HP)</label><useHitPoints>False</useHitPoints><neverMultiSelect>True</neverMultiSelect><graphicData><shaderType>Transparent</shaderType><texPath>Things/Projectile/Bullet_Small</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><projectile Class="Combat_Realism.ProjectilePropertiesCR"><damageDef>Bullet</damageDef><speed>82</speed><damageAmountBase>20</damageAmountBase><armorPenetration>0.275</armorPenetration></projectile><defName>Bullet_500SW_HP</defName></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
#49
There's a separate fireplace mod that uses wood or electricity to power on the forums, just search for "fireplace mod"
#50
Releases / Re: [A14] Static Quality + V1.3.1
August 21, 2016, 07:06:24 PM
does this mod have that feature of MadSkills where skill level will degrade, but never go down levels?
#51
is this still the same version from the previous thread or has this been updated? (A14)
#52
Screenshot the mods screen?
#53
Thing is, the files are hosted on dropbox, which is fine, its that OP insists to use the sketchy site to get that ad revenue
#54
there's a problem with the cart trying to haul style that there's no path to, like an animal pulser which is probably encased inside a wall somewhere in the map, and it throws up null exceptions left and right
#55
does this mean that I can't use Fluffy's animal tab because of this? :/
#56
pretty sure it is identical, stats may be different, but it doesn't let you stack a bajillion weapons/apparels on top of them

edit: after cross referencing both, the Locker is more beautiful than the vanilla rack.
#57
Random question:  Are hash collisions a bad thing?  Because I am playing with the error and thus far have no adverse effects that I am aware of.  I know the error is because of me changing the mod order of CR
#58
what is that light in the OP?  Doesn't look like anything I've seen from other mods
#59
For the record, the Path Light has been working for any condition with no power in A13 as well
#60
I need my shiny shrooms :o