I don't know panda, that sounds like an infinitely more awesome idea
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#76
Outdated / Re: [A13] [Pack] Medical Complication v 0.1 - Medical overhaul
June 17, 2016, 03:09:44 PM #77
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
June 14, 2016, 06:13:36 PM
very interesting, now before I start this, are there any mods that this is NOT compatible with?
#78
Releases / Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
June 14, 2016, 02:12:16 PM
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
Outdated / Re: [A13] Vegetable Garden v3.6b [6/10/16] Balances and fixes!
June 14, 2016, 02:10:16 PM
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 )
#80
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
June 13, 2016, 03:25:52 AM
using the newest version from a few hours ago: (outputlog)
any idea what went wrong?
Code Select
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
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
June 12, 2016, 07:23:28 PMQuote from: Archemide on June 12, 2016, 03:09:22 PMThat 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
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.
#82
Releases / Re: [A13] Hospitality (v1.13b - updated 30.05.2016)
June 04, 2016, 03:00:38 AM
I believe that it's the npcs being unloaded from the map that causes them to be counted as missing
#83
Outdated / Re: [A13] A Dog Said... - Core friendly animal surgery (11-04-16)
June 03, 2016, 01:29:28 PM
hey Fregrant, is there a problem with the functions being the same as EPOE? (using your modified EPOE for animals)
Code Select
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
Outdated / Re: [A13] cuproPanda's Mods - Final expected releases for A13 (22 May 16)
June 01, 2016, 10:10:34 AM
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
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
Outdated / Re: [A13] A Dog Said... - Core friendly animal surgery (11-04-16)
May 30, 2016, 09:07:59 PM
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
Outdated / Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
May 28, 2016, 10:43:23 PM
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
Releases / Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
May 28, 2016, 04:36:47 PM
I use both and is playable, what is your problem with the mod?
#88
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
May 26, 2016, 01:01:44 PM
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
Releases / Re: [A13] Hospitality (v1.13 - updated 22.05.2016)
May 25, 2016, 02:54:31 PMQuote from: Culise on May 25, 2016, 01:42:30 PMOh? what did you change and would you mind if I get that as I use both as well![/list]
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