Yeah, I forgot I needed this mod till I saw a location that was nearly perfect. Except for having a major river right through the middle of it in a super awkward way. Cheers and thanks mate!
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#16
Outdated / Re: [B18] Bridgello - Pretty pretty bridges on the rim!
December 10, 2017, 08:57:55 AM #17
Outdated / Re: [B18] Textile Storage
December 10, 2017, 01:30:51 AMQuote from: Kiame on December 10, 2017, 12:46:50 AM
Yeah they currently are not communicating. This is on my todo list to look into. The 'fix' is on both of our sides.
Totally awesome, some zone management overcomes the issue for the most part. You do so much man. Thanks for all of it.
#18
Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
December 09, 2017, 10:25:33 PM
First of all, thank you for your mods. They are have been part of my must-have list for a while. I have a minor request though and I am not sure if I should ask you or not but I figured I would start here.
The short and short of it is I use the Textile storage mod https://ludeon.com/forums/index.php?topic=37224.0 and Kiame's other storage containers (Change Dresser and Weapons) I have noticed the Assembler and the Smart Hopper wasn't recognizing the items stored within. If possible that they could that would be fricken amazing. Or perhaps they should work together and I am doing something wrong. If not no biggie.
The short and short of it is I use the Textile storage mod https://ludeon.com/forums/index.php?topic=37224.0 and Kiame's other storage containers (Change Dresser and Weapons) I have noticed the Assembler and the Smart Hopper wasn't recognizing the items stored within. If possible that they could that would be fricken amazing. Or perhaps they should work together and I am doing something wrong. If not no biggie.
#19
Outdated / Re: [B18] Textile Storage
December 09, 2017, 10:24:44 PM
Hey man, I love your mods. Use almost all of them, quick question. I use your mods with the Rimfactory ones and the auto assemblers were not pulling from your containers. Not sure if a possible fix would be yours, his...or something I did wrong on my end and they should work together.
Thanks and once again you modders are so awesome.
Thanks and once again you modders are so awesome.
#20
Releases / Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
December 09, 2017, 08:25:11 PM
I wonder if you might be having the same wall destroy bug that a few other mods were having Invisible Conduits and a few others and they mentioned this line of code fixing the problem...I am prolly an idiot for even poking my nose in this but, figured better look like an idiot than not try to help at all.
Quote from: Antaios on November 22, 2017, 09:25:27 PM
Thanks for this update! Was waiting for these to come out.
Still having some issues when it comes to building them on custom walls, although, this time around vents & coolers will be built... at the cost of the wall being deconstructed first.No go when you put the wall blueprints back either, because pawns will deconstruct the vent/coolers to rebuild the wall. Not sure why that happens, even if I use the vanilla bases & tags for my own wall defs it's still the same deal, but I guess I'll stick with God mode-ing them in for those modded-in walls or use the default walls instead for those, no biggie...
EDIT: Figured it out! (Because another mod that I used & just updated the version to had this same issue of deconstructing walls before construction):Code Select<clearBuildingArea>false</clearBuildingArea>
In order for Better Coolers/Vents to work with custom walls, this line needed to be added to the defs for the coolers/vents to prevent pawns from being silly and destroying the walls altogether.
#21
Releases / Re: [B18] Smokeleaf Industry v1.7
December 09, 2017, 03:49:14 PM
What I would love to see and it would give a reason to still Trim at the small table is that you have the option to produce 2 kinds of Buds. Top Shelf buds would only be available from hand trimming and what is known as B-Grade would only be available from the large machine. You would, of course, have the option to do a rougher quicker B-grade trim at the Hand Table. But, I would not give the large machine the option to make Top Shelf myself. The Top Shelf would be the preferred directly consumed smokeleaf buds and the B-Grade the one made into concentrates and edibles.
This is probably another level of work that is unnecessary other than a cosmetic level. Though the Top Shelf could be more potent etc.
This is probably another level of work that is unnecessary other than a cosmetic level. Though the Top Shelf could be more potent etc.
#22
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 09, 2017, 09:04:48 AM
Absolutely thank you. This is one of the mods that make my game feel incomplete to not have. My colonist housing without bathing rooms just looks wrong now.
#23
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
December 08, 2017, 11:58:25 AMQuote from: SargBjornson on December 08, 2017, 10:50:49 AM
Yeah, I think I'll leave it as is, too much of a hassle to fix and, meh, no big deal! I'm more worried right now about some ugly compatibility error with Pawns Are Capable due to the changed I did with Harmony >.< (not Harmony's fault, of course, but mine)
If you ever do decide to "fix" it, maybe you could make it an option to turn on or off? I agree with the above post it is interesting to come across some crossbreed in the wild. For gameplay thoughts, I view it as escaped from my own lab, to be honest, I have enough advanced factions on my world I can't be the only one trying to cross pigs and monkeys.
Side note, this mod and Smokeleaf are responsible for interesting my wife in this game. So thanks for an awesome gift to the rest of us players.
#24
Releases / Re: [B18] Smokeleaf Industry v1.7
December 08, 2017, 11:54:20 AM
I greatly thank you for this mod as it is the first mod to actually make my wife watch me play this game, both of us being in the industry it was highly entertaining to see. The art is bang on though if do kind of wish the art on the growing Smokeleaf had a bit more variety of looks for strains (100% a personal thing on my part.) My wife actually runs the machine room and the triminator looks super similar to yours though hers is smaller and for bucked smokeleaf and yours is one that you feed the entire plant into.
I had a few suggestions/questions but on further pondering, they would all be to keep the complexity down. (A small for example. There is a marked difference between machine trimmed Smokeleaf and Hand trimmed Smokeleaf. In the current economy where I live it is a difference of 4-6 dollars a gram vs 12-15 dollars a gram. Machine trim also is more likely to be used for cooking and extraction. I can see why you would not include such a thing though it would be cool to me.)
I had a few suggestions/questions but on further pondering, they would all be to keep the complexity down. (A small for example. There is a marked difference between machine trimmed Smokeleaf and Hand trimmed Smokeleaf. In the current economy where I live it is a difference of 4-6 dollars a gram vs 12-15 dollars a gram. Machine trim also is more likely to be used for cooking and extraction. I can see why you would not include such a thing though it would be cool to me.)
#25
Releases / Re: [B18] RimWorld Rabbids - its now a thing!!!
December 06, 2017, 03:50:30 PMQuote from: SpaceDorf on December 06, 2017, 02:06:14 PMQuote from: kubolek01 on December 05, 2017, 02:08:54 PM
Too. Many. Mods!!!
What he said.
Yeah at this point I almost dread looking at the forums and finding another Jengo piece to add to my tower of mods. So far while I have a few red errors they seem harmless. Eventually though I know I am going to add one that knocks it all over.
On the topic at hand, I think I am going to host a Rimworld pitfitting arena now 100 minions vs 100 rabids.
#26
General Discussion / Re: Unwanted colonists
October 30, 2016, 01:53:46 PM
Stick him in a crypto capsule and only pull them out when there is a raid and use them as shock troops. That is what I do with my unuseful colonists. Keeps them from forming relationships and using up resources.
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