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Messages - Exende

#76
I don't know panda, that sounds like an infinitely more awesome idea
#77
very interesting, now before I start this, are there any mods that this is NOT compatible with?
#78
the problems with ADogSaid I had a few posts back was fixed!  Thank you for the quick fix!  I'm not sure how you can narrow it down that quickly to a specific mod from a relatively vague log entry, lol!
#79
is there a chance you might tell me which individual files got changed so I can just replace those?  (because I made a bunch of modifications to the mod like having additional prerequisites (Agriculture to Soil Reclamation, among others) and would prefer not to have to do those again :D)
#80
using the newest version from a few hours ago:  (outputlog)


System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.

  at System.Collections.Generic.Dictionary`2[Verse.BodyPartDef,System.Collections.Generic.List`1[Verse.BodyPartRecord]].get_Item (Verse.BodyPartDef key) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ImplantManager..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.HealthManager..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Page_CharMaker..ctor (Boolean generateColonists) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.MenusUpdate () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.Update () [0x00000] in <filename unknown>:0


any idea what went wrong?
#81
Quote from: Archemide on June 12, 2016, 03:09:22 PM
I can still go through the options to prep a colony, but *nothing* lands. No colonists, no food, no items. Game is not paused.
This was on a new colony on a new world, created after disabling old mods.

Apparently "And Prepare Carefully is throwing GenStep exceptions (which means it's not properly generating something)."
Someone on another thread directed me here.

Output_log attached.
That happened to me at first, but then I found out that it was a completely unrelated mod error that caused it, once I switched the order of that mod, it worked
#82
I believe that it's the npcs being unloaded from the map that causes them to be counted as missing
#83
hey Fregrant, is there a problem with the functions being the same as EPOE?  (using your modified EPOE for animals)

XML error: Could not register node named "SurgerySurrogateAnimal" in mod AnimalProstheses because this name is already used in this mod.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: Could not register node named "RecipeSurrogateOrgan" in mod AnimalProstheses because this name is already used in this mod.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: Could not register node named "BasicAnimal" in mod AnimalProstheses because this name is already used in this mod.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: Could not register node named "SurrogateAnimal" in mod AnimalProstheses because this name is already used in this mod.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
#84
hey Panda, this mod is awesome first of all, I love everything about it!

But I think you may have forgotten to add the recipe for making 5 components, it's in your changelog for Expanded Power but I'm looking through your mod folders and it doesn't seem to be in
#85
any chance of you making a version that merges the workbenches?  simple prostetics bench making both parts for pawns and animals, because the last thing I need is more workbenches .-.  This is awesome though!
#86
question:  does this mod affect the tiles you're standing in or the place where the bullets go?  (figuring if I should keep my bunkers dark or not)
#87
I use both and is playable, what is your problem with the mod?
#88
would it be possible to just lump mending into the Repair job??  seems a bit too much to have a task be it's own "Job"
#89
Outdated / Re: [A13]Boots and Apparel
May 25, 2016, 06:29:53 PM
They're on the simple crafting table
#90
Quote from: Culise on May 25, 2016, 01:42:30 PM
I'll add my own mod list in load order, in case it helps. The only thing on my list that I can imagine affecting factions is the More Factions Spawn option, but that doesn't seem like it would affect anything after worldgen.


    ......
    • Extended Storage - Food Plus Patch *Just a minor tweak I added to allow Vegetable Garden and prepared meals to be used in EStorage's containers
    ....
Oh?  what did you change and would you mind if I get that as I use both as well![/list]