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Messages - Kassidoo

#31
Hi

I've got a question, both relating to A17, and 16. Is it possible to make a robot that only does a certain Sub-job? As an example, the hauling robots not only haul, they move furnitures, burn corpses in crematorium and fill barrels with Wort. Is it possible to make it <Only> haul items?
I use the mod Fluffy breakdowns, and while it removed the annoying breakdown event, my builders spend way to much time maintining components. So I wanted to make a robot, a maintenance robot, that only does the sub-job of maintaining components, not everything builder related. Is this possible?
#32
Outdated / Re: [A16] Psychology (2017-3-29)
May 05, 2017, 07:26:27 AM
I've had 2 colonies Brick the last 24 hours with the breakup bug. I'd love to test the "fix" you have
#33
Hi

How can I make a recipe make a "unfiinished weapon" while its being worked on? The item required 900 work, so people never finish it before running of, and then when they come back they start over.
I tried following this :https://ludeon.com/forums/index.php?topic=13240.0  and just add <stuffCategories>
<li>Metallic</li>
</stuffCategories>
to it, but it still didnt make a unfinhed one

EDIT:
Well... I figured it out, I looked on EPOE how they added new Unfinished for their things and did the same.
I needed "<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>" in the recipe def.
I cant delete my own thread, so I guess I'm leaving it here if anyone has the same problem in the future
#34
Hi!
So one of my Colonist decided that running into our own trap was a good idea so he lost his arms. Now I keep getting this error:
Found priority 9 for a pawn incapable of cleanBedpan. Did you add/change mods without starting a new game?
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef)
Fluffy_Tabs.<>c__DisplayClass9_0:<_CacheWorkGiversInOrder>b__1(WorkGiver)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
System.Linq.QuickSort`1:.ctor(IEnumerable`1, SortContext`1)
System.Linq.<Sort>c__Iterator21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Fluffy_Tabs.Detours_WorkSettings:_CacheWorkGiversInOrder()
RimWorld.Pawn_WorkSettings:get_WorkGiversInOrderEmergency()
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



I see it mention that the fluffy work tab mod, but the cause of the error is the latrine so I dont know which fault it is.
I am on my way to give him new arms, its just laggin everytime the error popsup
#35
Releases / Re: [A16] Mending
April 28, 2017, 12:33:10 PM
Hi, in the recycle bench, is personal shield supposed to not give any return?
#36
Outdated / Re: [a16]Realistic Hospital Beds mod
April 26, 2017, 04:23:31 PM
Somwhat of a necro, but I tried this mod, and while it works, the way its done affects every building with quality, I now have Table, benches, even normal beds with increased immunity gain. Is there a way to change this?
I figgured it out, I just had to add "<showIfUndefined>false</showIfUndefined>" in the immunity gain part
#37
Hi
When do you think next version is ready? :)
#38
Outdated / Re: [A16] Miniaturisation Overloaded
April 21, 2017, 09:21:26 PM
Hi
I'd like to request "RedistHeat" to be added
Thanks!
#39
I have the mod Right tool for the job, which adds a bunch of tools for working faster. But my issues is that the tools are worth a lot, so when a late-game raid spawns, they have a tendedncy to spawn with tools since they're worth a lot, which actually sucks as weapons. Is there a way to stop this?
#40
Outdated / Re: [A16] Thundercraft's Mods
April 19, 2017, 07:57:28 AM
Is it possible to refuse raids spawning with tools? I had a late game raid with raider only having a bunch of drills...
#41
Releases / Re: [A16] Mending
April 18, 2017, 03:44:06 PM
Hi!

Is this compatible with the Infused mod? Ie, when I mend a piece of clothing, does it keep the infusion?
#42
Quote from: Lethe on April 16, 2017, 08:31:59 PM
Quote from: Kassidoo on April 16, 2017, 10:27:34 AM
Hi, your additional Lightings mod's "Path Light" causes the console to put out this all the time:
Exception ticking Lighting_PathLamp1262277: System.MissingMethodException: Method not found: 'Verse.Find.get_RoofGrid'.
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


You tried building one? Yeah, he hasn't finished working on that yet. Delete the pathlight, it'll get rid of your error. If you put another one up you'll get the errors again.

He seems like he was trying to create a solar powered path light, and tries to get the game to check if there is a roof (which would mean there's no sunlight for power), but he didn't finish it and it isn't complete.

I think it might have to do with the changes to tick system (?) as other mods that adds solars also had to be rebuilt in A16, and tight now the lamp is stuck at 0.00% sun all the time which I suspect is the cause
#43
Outdated / Re: [A16] Several Puffins' RimDisorders.
April 17, 2017, 04:46:27 PM
I had to uninstall this, I couldnt rescue my pawns anymore as evertime I picked them up, the console got spammed with error and the got to a halt.
#44
Hi, your additional Lightings mod's "Path Light" causes the console to put out this all the time:
Exception ticking Lighting_PathLamp1262277: System.MissingMethodException: Method not found: 'Verse.Find.get_RoofGrid'.
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#45
Hi
I (and others) have had some issues with guests/trade caravans pawns that dig through our bases. We discussed it in this reddit thread, and someone mentioned that this mod might be the culprint?
https://www.reddit.com/r/RimWorld/comments/65k385/a_guest_randomly_dug_through_my_house_the_red/