I got that bug too and Dubwise is aware of it.
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#32
Releases / Re: [A16] [A15] Industrial Rollers 1.2.22 - Free your haulers!
January 26, 2017, 09:12:08 AM
Well I would be willing to help, but only if animated
. Don't like the static.
Was about to improve the graphics of E's old mod and he use animations - but he never updates it to latest alpha. You could find the animation code there on how to animate.

Was about to improve the graphics of E's old mod and he use animations - but he never updates it to latest alpha. You could find the animation code there on how to animate.
#33
Outdated / Re: [A16] Mod List Backup (v1.3) (23/01/17) (new restart feature!)
January 26, 2017, 09:04:29 AM
I suggest add a: copy active/all mods to clipboard feature.
Good to have if you want to share what mods you are using.
Good to have if you want to share what mods you are using.
#34
Releases / Re: [A16] Pick a Color! (Update Jan. 15th)
January 26, 2017, 08:57:38 AM
Would it be hard to add paint that you can use on walls and object (already placed) to paint them in that color?
#35
Outdated / Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
January 26, 2017, 08:50:05 AM
Cool mod. Could you make a version of LEDs that you could hang on the wall (rotatatable).
#36
Releases / Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
January 25, 2017, 07:30:37 AM
Love the animations when you produce things - but can it be paused when you pause the time?
Creating furniture is instant, should take a while. Steel Components should also be slower - now you can easily miss the animation if you don't pause.
Also priority when producing things seams very low, and if you force it, it is always aborted when you finish one thing.
Creating furniture is instant, should take a while. Steel Components should also be slower - now you can easily miss the animation if you don't pause.
Also priority when producing things seams very low, and if you force it, it is always aborted when you finish one thing.
#37
Outdated / Re: [A15] [A16] Better Pathfinding (v1.4.1 update 1/7)
January 25, 2017, 07:28:05 AM
Anyone get this to work with MarsX? It looks like no improvements in pathfinding.
#38
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
January 25, 2017, 07:27:14 AMQuote from: Canute on January 25, 2017, 05:53:25 AMWell it is a bigger thing in MarsX.
It is because the old stack get deleted and a new stack with the new size get added.
But i think that is a minor thing, normaly people build roofs above their stockpiles as soon as possible, and special food rot away before it reach 0 HP.
#39
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
January 25, 2017, 05:19:22 AM
Deteriorated items (at least food) get full health when placed in storage, maybe instead calculate an average.
#40
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 25, 2017, 02:16:30 AM
Wow that's cold!
#41
Releases / Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
January 24, 2017, 04:59:56 PMQuote from: faltonico on January 24, 2017, 04:44:21 PM
Does it means we need 2 bathrooms now? no chances on doing a mixed bath?
I think you can choose.
#42
Outdated / Re: [A16] Mod List Backup (v1.3) (23/01/17) (new restart feature!)
January 24, 2017, 06:41:45 AM
If I add a mod from steam or manually, I have to first exit mod screen then enter it again to see the new mods.
#43
Releases / Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
January 24, 2017, 02:10:02 AM
Always thought this graphics werre so cool. Great mod.
Got this error:
Got this error:
Code Select
Error while resolving references for def ClutterStructureDefLoader_Extension: System.ArgumentException: get_developerConsoleVisible can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
at (wrapper managed-to-native) UnityEngine.Debug:get_developerConsoleVisible ()
at Clutter_Structure.DefLoader_Extension.Raport (System.String Stuff) [0x00000] in <filename unknown>:0
at Clutter_Structure.DefLoader_Extension.LockableDoor () [0x00000] in <filename unknown>:0
at Clutter_Structure.DefLoader_Extension.ResolveReferences () [0x00000] in <filename unknown>:0
at Verse.DefDatabase`1[Clutter_Structure.DefLoader_Extension].ResolveAllReferences () [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:109
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.DefDatabase`1:ResolveAllReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:113)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:186)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
ModListBackup.Detours.<>c__DisplayClass22_0:<_PostClose>b__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
[/size]
#44
Outdated / Re: [A16] Mod List Backup (v1.3) (23/01/17) (new restart feature!)
January 24, 2017, 01:58:32 AM
Great mod!
I suggest a refresh button - when you have added, changed mods while the window where open, so you dont have to close mod list and open it again.
I suggest a refresh button - when you have added, changed mods while the window where open, so you dont have to close mod list and open it again.
#45
Releases / Re: [A16] [A15] Industrial Rollers 1.2.21 - Free your haulers!
January 23, 2017, 02:06:28 PM
That I know :p. Was just showing my work if interested.
E made an amimation feature to be used in buildings, but it's not updated to a16.
E made an amimation feature to be used in buildings, but it's not updated to a16.