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Messages - rawrfisher

#1
Mods / Re: Mod Request: Insect's Not edible
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
#2
Mods / Re: Mod Request: Insect's Not edible
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.
#3
https://gist.github.com/4268496b4088bdd324f83883027fe148

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.

#4
Mods / Mod Request: Insect's Not edible
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.
#5
Is it normal for it to hang for a couple seconds then run a bunch of text and close without confirmation of any kind?
#6
I should have clicked on one of the pawns.  I'll make sure to do that next time they come visiting. 
#7
Unfinished / Re: [1.0] Prison Labor
January 22, 2020, 06:02:36 AM
https://gist.github.com/d94f86736cfe4bc1abe4b10f9ead182c

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
#8
Finally upset the FBI and this is the end result.
#9
Releases / Re: [1.0] Locks
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.
#10
Mods / Mystery error
October 08, 2019, 04:16:00 AM

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)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


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
#11
Hugs.  I ran into an issue where designating some silver with haul urgently caused my game to stutter so badly it nearly crashed.
#12
Could ya add a description on how to add your own ships?
If you did I may have missed it
#13
Mods / Re: mod recomendations
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
#14
Mods / Trying to track down a mod
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.
#15
Releases / Re: [1.0] A RimWorld of Magic
September 30, 2019, 01:39:02 AM
@Torran
Question:
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.