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Messages - rawrfisher

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Mods / Re: Mod Request: Insect's Not edible
« on: March 15, 2021, 05:22:57 PM »
I never considered that since I avoid maps where insect hives spawn naturally like they are the bubonic pluage but I somtimes just sit and watch insects while my pawns do their thing.  I've noticed on several occasions that when the insects eat some forbidden jelly it unforbids the jelly.  When I catch it I forbid it again but if it happens while I'm not paying attention or away thats when the problems start

Mods / Re: Mod Request: Insect's Not edible
« on: March 14, 2021, 01:42:20 PM »
Initially yes however for me the insects always unforbid it when they eat it.  Canute's suggestion does work but its just another in a long list of things I gotta remember to do at the start of every colony.

Mod bugs / Unable to load saves if mods changed: Mismatch screen error
« on: March 13, 2021, 08:10:52 PM »

If I change the modlist at all the save cant be loaded.  Would love to know which mods are conflicting so I can remove one of em
Relevent error should be at bottom.

Mods / Mod Request: Insect's Not edible
« on: March 08, 2021, 03:41:43 AM »
I'm quite tired of my colonists going after insect jelly and getting jumped while I'm either offscreen or just not watching every one of them like a hawk. I've had several instances where a pawn was killed over the jelly when I didn't even know there was a hive on the map.

Is it normal for it to hang for a couple seconds then run a bunch of text and close without confirmation of any kind?

Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: January 25, 2020, 12:33:02 PM »
I should have clicked on one of the pawns.  I'll make sure to do that next time they come visiting. 

Unfinished / Re: [1.0] Prison Labor
« on: January 22, 2020, 06:02:36 AM »

Umm is there any suggestion of which mod is breaking the worktab in this log?

Edit: after testing something that came to mind it turned out that deleating the pawn named kali fixed the worktab

Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: January 20, 2020, 04:09:23 PM »
Finally upset the FBI and this is the end result.

Releases / Re: [1.0] Locks
« on: January 20, 2020, 07:35:49 AM »
Not sure if you covered this but robots from Misc robots/++ cannot go through doors that have an owner assigned.
I wanna be able to have the robots pass though but not animals since my animals always eat my packaged survival meals/other non spoiling meals.  Currently I'm getting around the issue by using areas.

Mods / Mystery error
« on: October 08, 2019, 04:16:00 AM »
Code: [Select]
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.KeyBindingDef.get_JustPressed () <0x00029>
at Verse.ScreenshotTaker.Update () <0x0003f>
at Verse.UIRoot.UIRootUpdate () <0x0001c>
at Verse.UIRoot_Entry.UIRootUpdate () <0x0001c>
at (wrapper dynamic-method) Verse.Root.Update_Patch1 (object) <0x0015b>

Verse.Log:Error(String, Boolean)

I've never seen an error like this and I have seen a good 500+ different types of errors
Update:  Its a repeating error and the share logs button disappears when I click it

Releases / Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
« on: October 07, 2019, 06:51:32 PM »
Hugs.  I ran into an issue where designating some silver with haul urgently caused my game to stutter so badly it nearly crashed.

Releases / Re: Short Range Transport Ships Expanded (SRTS)
« on: October 04, 2019, 02:29:31 AM »
Could ya add a description on how to add your own ships?
If you did I may have missed it

Mods / Re: mod recomendations
« on: October 03, 2019, 07:16:07 PM »
Just look at the mods you use the most and only load them then go from there.
I struggle with the same issue and it leads to alot of issues

Mods / Trying to track down a mod
« on: October 01, 2019, 11:26:02 PM »
I remember a mod from a while ago that let trees grow anywhere there was diggable terrain and sped up the growth/spread of grass.
Cant remember what it was called but it would be nice to have it again so my maps dont constantly look like a toxic fallout just ended.

Releases / Re: [1.0] A RimWorld of Magic
« on: September 30, 2019, 01:39:02 AM »
Would you ever consider adding an option to allow autocasting of healing spells on tamed animals and prisoners?

Pointless Raging:
I have had to fight with my priest and druid during and after every raid when I tell them to rescue a downed colonist and they just go autocast heal/regen then buzz off and do something different.  It angers me quite a bit losing a lv 16+ gunner/melee cause my colonist chooses to heal somone with a cut and ignore an order I give. 
Getting sick of druids not autocasting cure disease on infactions/food posioning.  This is likley just a conflict with my list and not worth looking at but still

Random suggestions:
A class that can summon/control golems.
A class that can summon makeshift mechanoids or take control of enemy mechanoids

Compatability note:
The raise undead does not train in the kill command when using the mod kill for me.   Not a big deal but just making a note of that.

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