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Messages - rawrfisher

#61
list of unknown mods:
- 富商 Silver Rich Merchant


Just a quick reply
#62
Didnt work for me.  Also found that the mod down for me isnt reconized either
#63
Maybe the database just didnt update for me.

Edit: I just realized we might be talking about 2 different things.
I'm using the sorter cause I wanna sort my modlist and reload the save I was playing before I started using the sorter.  The github list does show them but they keep appearing as unknown on the sorter for me
#64
Github link don't show the update.  Did I miss somthing?
#65
list of unknown mods:
- RIMMSqol
- [KV] Impassable Map Maker - 1.0
- [KV] Weapon Storage - 1.0
- 富商 Silver Rich Merchant
- [KV] Infinite Storage - 1.0
- Tiberium Rim
- Engraved Walls [1.0]
- Rimcolle Hair
- SZ_StonesAndTerrains
- Rimcolle Clothes
- Extended Storage Extended
- Save Our Ship (Reloaded)
- Orassans
- [1.0]ResourcePackCore
- Lesser mood debuffs
- RedistHeat
- Ra2Bunker[1.0]
- [CP] Rimmu-Nation - Clothing (All Craftable!) (1.0)
- [RH] Faction: Militaires Sans Frontieres (1.0)
- AnyPlant
- Expanded Rims
- Shaggy - God of Destruction
- Glowroot
- Gloomy Vanilla
- [Ods] SCP Early Access (READ DESC)
- Highway Restoration 1.0
- [sd] spaceship
- WeaponsOfChoice

Just gonna leave this here.  This is the list of mods I use that are not reconized by your sorter
#66
Unfinished / Re: [1.0] Prison Labor
April 13, 2019, 11:06:50 PM

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[RimWorld.Faction,System.Collections.Generic.List`1[Verse.Thing]].TryGetValue (RimWorld.Faction key, System.Collections.Generic.List`1& value) [0x00000] in <filename unknown>:0
  at RimWorld.ListerBuildingsRepairable.ListFor (RimWorld.Faction fac) [0x00000] in <filename unknown>:0
  at RimWorld.ListerBuildingsRepairable.RepairableBuildings (RimWorld.Faction fac) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Repair.ShouldSkip (Verse.Pawn pawn, Boolean forced) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.PawnCanUseWorkGiver (Verse.Pawn pawn, RimWorld.WorkGiver giver) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Curious little error that went away when I took all prisoners off of construction.
Also had an issue with prisoners trying to run if I left their cell door open even when I had a colonist next to em.

Having issues getting an output log generated but will post one as soon as I get it.
#67
Unfinished / Re: [WIP] WeaponOfChoice [Beta]
March 10, 2019, 02:15:57 PM
Kiame seems to be MIA now and I use his weapon and infinte storage mods.  The pawns seem to ignore any gear in the storage items from those mods and I really dont wanna have massive stockpiles of weapons just sitting out.

Mostly since some maps I play the raiders will land right in my storage room immediatly switch to stealing and by time I can respond half the raiders are too far away to chase.  Those storage items force the raiders to break things buying me time to respond
#68
Releases / Re: [1.0] Cargo Pod Transport
February 27, 2019, 12:18:16 AM
Its got a fairly limited range in my experience.  Takes me 4 launch's to get from 1 colony to the other <,<
#69
Unfinished / Re: [WIP] WeaponOfChoice [Beta]
February 26, 2019, 05:32:31 PM
I would be surprised if something dont come up.  I run roughly 130 mods with several of them being major ones.
I'll ask this now so I know what to expect. 

How does this mod handle a mod such as weapon storage?  Answer:  This mod does not recognize a weapon storage as a valid stockpile so pawns ignore weapons in it.

How does it work with dual wield? Answer : Pawns will only equip 1 weapon much to my dismay

How does it work with Mod added guns.  Answer: Works fine with them far as I can tell.

Does it include bottles and logs? Answer: No but who really wants to arm their colonists with bottles and big sticks anyway.

#70
Unfinished / Re: [WIP] WeaponOfChoice [Beta]
February 25, 2019, 08:06:29 PM
The githubs a tad confusing atm I'm looking for a usable version.
#71
Unfinished / Re: [WIP] WeaponOfChoice [Beta]
February 25, 2019, 08:00:18 PM
Had to ask. 
#72
Unfinished / Re: [WIP] WeaponOfChoice [Beta]
February 25, 2019, 11:23:31 AM
Do pawns auto equip weapons?
#73
Releases / Re: [1.0] A RimWorld of Magic
February 24, 2019, 08:26:31 PM
And this is when the lightning mage uses the lightning storm ability in my setup XD

Note: It struck a stack of mortar shells that were in the middle of the battlefeild

[attachment deleted due to age]
#74
In the form I was messing with it held fine with 125 mods
It was only cosmetics at that time tho.
#75
Any chance of being able to load it with items like you would a transport pod?
I just find it kinda hard to move items and pawns from level to level having to draft them.  Sure theres also the intense heat that it seems to generate in smaller rooms.