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Messages - Mistrornge

#16
Releases / Re: [1.0] A RimWorld of Magic
January 31, 2020, 03:38:55 PM
Is there a way to make the Monk auto meditate?  He never seems to have Chi when a fight comes.
#17
Releases / Re: [1.0] Boats!
December 31, 2019, 08:33:00 PM
Juliette is carrying a steel baseball bat as a sidearm.  So that is correct I believe. 
@Vlad0mi3r I drafted the boat but that did not change anything.
#18
Releases / Re: [1.0] Boats!
December 31, 2019, 08:32:24 PM
Hoping these images upload. 
First image shows what is on the Fishing Boat, the Caravan tab, which shows some correct and incorrect details.  You can see the number of tribespeople on the boat are 8.  Of course there are only 4 on the boat.  The loaded items have some unusual items.  Does it count items carried by pawns?  Not sure that there is a steel baseball bat on the boat.  When I cancel forming of caravan it did not pop out to be unloaded. 
Second image is the Cargo tab.  Now this is what was loaded on the boat.  All looks great.
Last image is the crewmember details which looks good. Kre'achtlo and Buzotouss are lizardmen.  There is some global issue with the images appearing. 
#19
Releases / Re: [1.0] Boats!
December 29, 2019, 09:35:13 PM
Ok dumb question time.
I built the fishing boat, started a caravan with the boat, loaded it with stores, and added my pawns as crew members (captain and 3 sailors).  Nothing seems to happen after that. 
I have put in combat mode which allows me to move it around on that map but unable to change to the World map. 
What am I missing?
#20
I found it.  Thank you for the suggestion.
#21
I believe I am having a problem that the UI mentioned does not appear for me. RIMMSqol if high up in my mod order.  Can someone give me an idea what/where to find it.
Thank you
#22
The enemy it was counting was a prisoner I was turning.  Was able to leave after a failed surgery.
#23
Got the Siege Camp quest and sent my crew to rout the bad guys.  After killing all the bad guys, making all defenses mine, and having taken all buildings I cannot leave the map because of enemies.  I am unsure what enemies it means.  It will not let me leave the map until I find whatever it considers my enemy. 
Any thoughts as to what this could be?
#24
Releases / Re: [1.0] Rimatomics | Rimefeller
May 22, 2019, 08:56:07 PM
Trying to get this thing to work.  I am stuck.
I have Reactor Type A, Thor Turbine, Reactor Console x2, Storage Pool, Plutonium Processor, Reactor Type X, Cooling Tower and Radiator.  Reactor A has its own Console as does Reactor X. 
Both alpha and both beta Reactors and Consoles are connected by Console Loom. 
Thor is connected via Coolant Pipe to the Cooling Tower and Radiator. (and to the Pool and both Reactors).  Cause who knows?!?
Cold Water Pipe connects both Reactors to Thor, the Pool and the Tower/Radiator.
Steam Pipe is similarly set up. 

I have the Control Rod Actuators initial research done but am stuck on the 'Perform 2 Reactor SCRAMs'.  What does fully fueled mean (I have about 6 rods in each Reactor)?  I turned off the auto SCRAM used the outside slider to go to 100% and SCRAMed.  Nothing changed. 
#26
Ideas / Caravan had arrived at trader indicatir
February 09, 2019, 10:07:07 PM
I would like to see a small noise when a merchant caravan has arrived at my base.  Perhaps a horse whinnying?  Telling me I have a caravan on the map is nice to know but not really useful until it arrives at my base? 
Thoughts?
#27
Ideas / Quality of Life changes for multi-base colony
February 09, 2019, 10:04:11 PM
I am currently running a colony with 4 bases (soon to be 5).  When things occur at individual bases I have no idea which one it is occurring in.  Fires, raids, merchant caravans, blight, etc.  it would be nice if the little flag told you the colony name.  I like to keep the flags up until I have dealt with the new event.  Closing the flag takes you straight to the event but then you may have missed important information in the flag.  Attacking immediately or preparing an assault?  Which pawn in the raid is related to my colonist? 
Right now I click through each base until I see the white arrow indicating that the event is at that base. 

I am calling the little colored pop ups that show on the right side of the screen flags.  As that seems like what they should be called. 
#28
Oh I didn't realize that.  Thanks for the heads up.
#29
Fluffy,
I am running B19 2017 and have been seeing some weird behavior from some of your mods.  I spent a few hours narrowing the faults down to the following mods:
Medical Tab for v0.19.2009 (the current iteration I believe) will only show up with a single pawn and the pawn type selector cannot be changed.
Colony Manager for v0.19.2009 (again recent update) causes a save load to go directly to the world map and will not allow you to see or select anything on the map (including going to your own colony).  Only workable tabs on the bottom of the world map are History and Menu.  All others are blank.

I love your mods so I find it hard to play without them.  If you need any further info please ask.
#30
Running B19 2017
With Allow Tool 3.5.7 installed I am unable to open Architect>Orders tab.  What happens is when I click Orders the entire Architect menu disappears and will not come back. 
I narrowed it to Allow Tool by and adding and removing various mods until the problem disappeared. 
Need any other info?