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Messages - Exende

Pages: 1 ... 5 6 [7]
91
is the tactical computer supposed to be buildable or do you have to buy it from a merchant?

92
Quote
Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.

Cheers!

I'll get the new version and keep on playing. So far I am really enjoying the longer paced gameplay. Personally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.

So this mod was exactly what I was looking for!

well to be fair, the people that were on the spaceship that crashed never forgot how to build such things, and if you have enough materials you should be able to rebuild it

93

Exception ticking GleamcapSporeSpawner2728824: System.NullReferenceException: Object reference not set to an instance of an object

  at CaveworldFlora.GleamcapSporeSpawner.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

could just be a pointer thing

94
Outdated / Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
« on: May 22, 2016, 10:40:41 PM »
any chance of having the container mod as standalone? :D

95
Outdated / Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
« on: May 22, 2016, 04:17:47 PM »
Oh, and also, is Plow Soil supposed to be unlocked at Soil Reclamation II?  because it unlocks at I for me, (giving me both till soil and plow soil at the same tech)

96
I'm getting nullreference exceptions every time the gleamcap sprays it's mist, it still works as intended I guess (pawns still get the positive thought) so technically it isn't a problem, but pops up every time it does that

97
Outdated / Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
« on: May 20, 2016, 06:45:07 PM »
ah, my mistake, yeah that was the caveflora mod, whoops!

98
Outdated / Re: [A13] Vegetable Garden v3.6a [4/23/16] Hotfixes!
« on: May 20, 2016, 05:45:35 PM »
also, I think there are nullreference exceptions going on when the gleamcap releases it's smoke

99
Outdated / Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
« on: May 16, 2016, 10:05:19 PM »
ModHelperDef :: Fluffy_Tabs :: Fluffy Tabs ::
   Unsupported 'minCCLVersion' requirement (v0.13.2) maximum supported version is v0.13.1.1
   Fluffy_Tabs-13.0.1.0 :: ModHelperDef is invalid

^that's what it says

I'll try to switch the order around, I think this message broke some other part of my other mods so maybe I'll see if it works in other orders

100
Outdated / Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
« on: May 16, 2016, 09:42:27 PM »
testing this it says ModHelperDef is invalid, is this a problem?

101
Outdated / Re: [A12d] Assignable Crafting (v2a)
« on: May 16, 2016, 04:47:40 PM »
Yes, my mistake, sorry!!

So I found the culprit, so apparently changing CCL to load order 2 changed it (I originally had it at 3 under Mod Order since I thought it had to be loaded first)

102
Outdated / Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
« on: May 16, 2016, 04:27:14 PM »
let me be the first to say it is beautiful, I've been using the enhanced tabs and really wanted to change individual priorities to each selection of a job (person A wants to cook on the stove more than butcher while person B does the opposite) and now I can!  In your vid it says some things don't work yet, have you fixed this or should I wait?

103
Outdated / Re: [A12d] Assignable Crafting (v2a)
« on: May 15, 2016, 06:38:34 PM »
Anyone noticing my version not loading the correct selections on a loaded game? all my benches have all workers off...just wanna check its not just me.

just curious, but what order did you put your mods in, because I have a similar problem with the worker tab not showing

104
Outdated / Re: [A13] Enhanced Development - 2016-05-07
« on: May 07, 2016, 02:16:10 PM »
wait, doesn't the vanilla vent in A13 do the same thing as your powered vents without the power usage?

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