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Releases / Re: [1.0] RunAndGun
July 09, 2019, 03:51:31 PM
Quote from: ManHuntingSquirrel on July 08, 2019, 03:19:53 PM
I have a problem, when i try to activate the mod it says it's for version "unknown", this happens with several mods. What can i do?
Seems like some mods putted in the additional outside folder with the same names. You need to get rid of these folders. If you opened mod folder and saw another folder with the almost same name instead of Classic mod-folders set (like about, textures etc.) - fix that  ;)
Releases / Re: [1.0] Miscellaneous w MAI+Robots
February 05, 2019, 02:50:26 PM
Hi Haplo. Are your robots finally got ability automatically go back to station if no work find?  ;)
Yeah,  Police and Heavy AMR's doesn't appears in recipes after research
Releases / Re: [A18] Fences And Floors v1.21
March 23, 2018, 05:59:51 PM
Seems like reactive floor not provide speed bonus any more
Do the products rot in these industrial storages? Or these work like fridge also?
Releases / Re: [B18] Farmable Neutroamine
March 15, 2018, 09:22:22 AM
Seems like dropbox file is corrupt
Hi Haplo, it's possible to do when bots doesn't have target to work they go back to charge stations?
I also heard what with all weapons and the balance all alright. Thanks Alistair for your work. It's best weapon mod which I have ever seen. The sound of Heavy AMR is like the song of an angel..
You can try delete IncidentDefs folder from Defs folder in the mod directory. It might be helps get rid of raiders on the ships
I disable couple of not realy 'must have' mods, reinstall latest versions Zombiland and Hospitality and now all works fine
Also, you can just try change mod load order. First - skullywag Fabrics, secondary - vegetable garden. Not sure, but it might be help to your cotton field provide 'cotton fabrics' instead of 'cotton boll'. Because latest loaded mod will be have priority in the conflicts. But most likely 'cotton boll' still will be Figure sometimes in the traiders\missions, etc.
You can try to delete from
Defs\ThingDefs\Items\Items_Resources.xml ThingDef with defName "CottonBoll"
and in the Defs\RecipeDefs\Recipes_Production.xml RecipeDef with defName like "MakeCloth"
Before making these changes, make a backup copy of your save, then delete all cotton bolls from the map and any orders in workbenches related with this
And if you made it correctly it possible will help... But if not, just reinstall mod. Or you can give up one of these mods, or wait for a patch or more best advice. Good luck
Hi Orion. With Zombieland mod I can't change any beds like guests bed. When I click on the "For Guests" button only error appears:
Failed to find Verse.ThingDef named SleepingSpotGuest. There are 2125 defs of this type loaded.
Verse.DefDatabase`1:GetNamed(String, Boolean)
Hospitality.Building_GuestBed:MakeBed(Building_Bed, String)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)

Object reference not set to an instance of an object
at ZombieLand.Patches/ThingMaker_MakeThing_Patch.Prefix (Verse.ThingDef) <0x00010>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch1 (Verse.ThingDef,Verse.ThingDef) <0x00016>
at Hospitality.Building_GuestBed.MakeBed (RimWorld.Building_Bed,string) <0x0002c>
at Hospitality.Building_GuestBed.Swap (RimWorld.Building_Bed) <0x00104>
at Hospitality.Harmony.Building_Bed_Patch/GetGizmos/<>c__DisplayClass5.<Process>b__2 () <0x00014>
at Verse.Command_Toggle.ProcessInput (UnityEngine.Event) <0x00026>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00823>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00469>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

And it does not matter which mod is installed first
Maybe it was some issue related with conflict another mods. Ok cool. I'm glad to hear it)
Hi skullywag, In the a16 your coolers\vents and walls from mods (like reinforced and utility walls from "clutter" mod) had some problem. You could put projects of vent\cooler on this walls, but could't build them. Pawns just did not see this work. So I just wanted to know if you are aware of this issue and will it be fixed in this release? Thanks