Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ruzackovich

#1
Outdated / Re: [A14] ADogSaid - EPOE workbenches
September 14, 2016, 11:33:51 PM
the result is conflict.. yes conflict, what else ? as example,GUNS..!!  i love guns.., big guns too.. like turret. that is why i never negotiate with terrorist because i have many of em. as so much mod made about guns i take em all, the result...conflict!! each mod have 1 or more specialty as the result in bill menu :a bench can provide 2, 3 or more same type guns, in some case or many case i can not browse the bill menu to see my favorite guns, either way they from many different mod. some time they dont work at all, or miss behave ( what ever mean. that is not working,,, properly! (missing, losing, not shooting, and many thing.. )
and make me manually edited them all by my self to avoid unnecessary things. thats takes time, many time for many mod to join it so it can work together. so you all modder, are right about many thing.but each have their own perspective and vision,  so piss modder.., be peace... 8) just  join perspective and your vision too.
#2
Outdated / Re: [A14] Mineral harvester & Walnut plant
August 26, 2016, 12:48:13 PM
Quote from: mrclopes on August 25, 2016, 07:08:53 AM

it needs a pawn assign for mine job, also needs power, 800 when active, if you have CCL.
if still not working try changing the <defName> to anything else on WorkGivers.xml. If it still fails, try delete the folder ModHelperDefs, as there is new version of CCL that I didn't checked out yet.

aye thanks its work now,,@workgiver dev  i am just sync deff name and bill givers . to same id.

<defName>DoBillsMRC_MineralHarvester</defName>
    <label>do bills MRC_MineralHarvester</label>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Mining</workType>
    <priorityInType>100</priorityInType>
    <fixedBillGiverDefs>
      <li>MRC_MineralHarvester</li>
;D
#3
Outdated / Re: [A14] Soylent Green by JuliaEllie
August 26, 2016, 04:39:54 AM
how about the soiling mod, can it be updating at a14 too?
#4
this is extremely important , thanks!
#5
Quote from: Goldini50 on August 25, 2016, 06:14:58 AM
« Reply #374 on: August 24, 2016, 02:59:03 PM »
Can anyone tell me how I can get these turrets ? I have unlocked them via research but if I try to craft them it says (f.e. I need a M2 MAchine Gun)
Do I can get them only via trading ? Because I had many traders but all of them offered only the vanilla rimworld stuff .

usually trading ship @ combat suppliers .  try at machining is it available naval gun shell, other than that , try dev mode  ;D

Thx for your response ;)
#6
Outdated / Re: [A14] Mineral harvester & Walnut plant
August 24, 2016, 09:43:33 PM
there is no way to mine the minerals , either right or many clicking , i full up the bill, but still cannot mining , no error code or warnings , the buildings just standing there like statue . and no furthering instructions . except deconstruct . changes the load orders from the highest to lowest even i trying at middle , still no hope . i think there's trouble at work giver def

#7
Outdated / Re: [A14] Enhanced Development - 2016-08-08
August 23, 2016, 12:30:18 PM
update a14 for personal nano shield please !
#8
 Apart from a few wild sadists I don't understand why anyone would want to do this.

i using this methods , i chopped they legs to prevent rioting . because i need them a life . why? it's related with my colony.  its safe way to recruiting them while they still on the beds

even to capture them i using non lethal weapons .
#9
Outdated / Re: [A14] Gardening
August 21, 2016, 01:43:58 PM
is it the soil floor can covers water or marsh area  ?
#10
a15 ??? oh no? not again. and this mean and i must downloading , setting, playing, arranging everything including editing , troubleshooting , compiling, sorting ,picking and crashing overtimes , and doing it from a scratch ? and......that!.  is Really reaaaallly,.... annoying . can rimworld had old mod compability ? i playing game for fun, running away from confusing of the real world . like skyrim? it has update from 1.0 until 1.9.2.3.0.8 still old mod run and compatible, not the mentioning adding new 2 add on, can rimworld will become old saves and mod and setting compability.? i am sorry if this is too much annoying of me for you . its just my personal perspective feeling about whatsoever i must do.
#11
Outdated / Re: [A14] MELTDOWN - More Mental Breaks!
August 15, 2016, 11:18:53 AM
1. would be other pawn as npc, traders ,raider or visitors will likely had this break down ? i hope they do. because i like to see they beating each others  :p. (vanilla breaking just social breaking )
2. is the breakdown had conjunction or similarity with traits , like : shy, or neurotic traits more likely hide in the bedroom breakdown. or random
#12
it is viruses , trojan issu . and its cannot be deleted , i think i must re install  my windows ,  :-[

[attachment deleted by admin - too old]
#13
Outdated / Re: [A14] Mood Balancing
August 13, 2016, 09:03:17 AM
this mood at a14 effects more drastically pointless , make my colonies killing each others instead kill enemies  , still doesn't understand even you got a bad day doesn't  means you free to kill your friend is it?and you save the day, thanks
#14
how to craft the weapons , i don't see in machining menu bill?
#15
I'm running a fairly hefty modlist, but far as I can tell the only things that might have incompatibilities are EPOE, ADogSaid, Combat Realism, and -maybe- Vegetable Garden given the extra medicines it adds?
[/quote]
is it combat realism for a13, and stopped ? is it any combat realism  for a14 too..? if any can you share the link, please .. :P