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Messages - Ruisuki

#46
is the power cleaner an actual object now or is it something that you must still use as a godlike as opposed to a pawn action?
#47
Releases / Re: [A16..V1.0] More Planning
May 12, 2020, 02:36:31 PM
damn yeah i am running rimmsqol, tried moving MP around in the modlist a couple times but yeah unfortunately didnt do it
#48
Releases / Re: [1.0] Faction Manager (4-11-2018)
May 12, 2020, 06:28:39 AM
cant unload a colony. whys is this?
#49
Releases / Re: [1.0] Rabbie, The MoonRabbit Race
May 12, 2020, 04:05:56 AM
Quote from: Canute on May 12, 2020, 03:34:21 AM
I only shortly enabled the moonies at 1.0, but didn't played a main colony so far.
But yes they need planeterium as race requirement. Similar to luciferium.
But don't the race should have way's to produce their need at their own ? Or did you just miss that maybe.
I recently played StarGate races as Jaffa, and the whole colony die because all the symbionts went adult and killed their host because i don't got the tools to extract them and implant a new one.

Did you saw the language mod ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1877535910
Hmm well sorry i forgot to mention not only did I use snap out to snap them out of a mental break, which immediately happened again a few moments after, but I am also running hospitality. So one of the guests I recruited came in with that addiction already in effect. I had assumed only the rabbits had that racial need, but this is a human. So im wondering if maybe there needs to be some patches to exclude non rabbits or if its WAD.

That stargate mod looks good...I prefer factions that are modular so i can avoid weapon bloat so I might have to give them a try

Also yeah i saw that translation patch but according to the comments there are some serious issues with it, not just translation wise but also for backstories and items so Im holding out hope the OP still plans on integrating one, since I dont think I can remove a faction mid game without breaking my save?
#50
Releases / Re: [A16..V1.0] More Planning
May 12, 2020, 03:55:07 AM
is the actual more planning architect tab blank for anyone else??? i feel like its happened before but ive just forgotten how to fix
#51
this would replace something like fluffys mod manager, not used in conjunction with it yes?
#52
Releases / Re: [1.0] Rabbie, The MoonRabbit Race
May 12, 2020, 12:27:31 AM
The need for planeterium is breaking my game? Are the pawns supposed to engage in neverending mental breaks until they have it? Even snapping them out of it(mod) doesnt give the catharsis need opinion. Hell I have the colonists need full and above the breaking point yet they still broke. WAD?

Also any progress on a translation patch?
#54
Alright imma try this. hopefully its not too difficult or breaking im already having issues keeping this save alive
#55
for some reason backpacks arent giving my pawns the additional carrying capacity
#56
Mods / Re: medical tending bug
May 08, 2020, 05:22:23 AM
Yeah thats what I ended up doing. I moved all the mods that i suspected even had anything to do with medical as far up in my modlist as I could. Off the top of my head that was: medical tab, pharmacist, Medical Dissection, Medical Supplements and RBSE...that seems to have done the trick. I may have the occasional invisible pawn when i start a caravan but its a minor bug in comparison....at least loading every time and undrafting afterward seems to ward that off well enough.

And thank you for that sorter info. Im using fluffys but an offline tool like that sounds like it would save me not only time but a lot of frustration!
#57
Releases / Re: [1.0] Ammunition (2019-11-26)
May 08, 2020, 05:19:36 AM
How do I know if its working/how do I check how much ammo i have left? I have the option to craft ammo at the machining table but i am firing weapons without the need for ammo in my inventory? Does this affect mod weapons such as Xeva's Xeva Faction, Rimsenal, and Vanilla Weapons Expanded and the like? The lack of ammo need also is affecting vanilla via the hunting rifle unless im missing something
#58
Mods / Re: medical tending bug
May 06, 2020, 10:20:41 PM
Yeah that didnt work.... i was afraid of having to reload every mod on/off, specially since it takes 20 mins each time to load and im running close to 250 mods. Regular wounds have always been able to be tended, but not diseases like gut worms/flu/fibrous mechanites.
#59
Mods / Re: medical tending bug
May 06, 2020, 07:50:58 PM
the only logs im getting when the tending is complete is

Em Verse.Pawn_EquipmentTracker
Verse.Log:Message(String, Boolean)
MoreThanCapable.MoreThanCapableMod:HasWeapon(Pawn)
MoreThanCapable.Pawn_WorkTagIsDisabled:Prefix(WorkTags, Pawn)
Verse.Pawn:DMD<DMD<WorkTagIsDisabled_Patch1>?-318996480::WorkTagIsDisabled_Patch1>(Pawn, WorkTags)
Verse.AI.JobDriver_Wait:DMD<DMD<CheckForAutoAttack_Patch0>?-260162048::CheckForAutoAttack_Patch0>(JobDriver_Wait)
Verse.AI.JobDriver_Wait:<MakeNewToils>b__3_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:DMD<DMD<StartJob_Patch2>?89310464::StartJob_Patch2>(Pawn_JobTracker, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:DMD<DMD<EndCurrentJob_Patch2>?-82336768::EndCurrentJob_Patch2>(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<>c__DisplayClass0_0:<Jump>b__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<>c__DisplayClass7_0:<MakeNewToils>b__1()
Verse.AI.JobDriver:DMD<DMD<DriverTick_Patch1>?427700992::DriverTick_Patch1>(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch3>?469737600::Tick_Patch3>(Pawn)
Verse.TickList:DMD<DMD<Tick_Patch2>?857991680::Tick_Patch2>(TickList)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

======================
Fernand Verse.Pawn_EquipmentTracker
Verse.Log:Message(String, Boolean)
MoreThanCapable.MoreThanCapableMod:HasWeapon(Pawn)
MoreThanCapable.Pawn_WorkTagIsDisabled:Prefix(WorkTags, Pawn)
Verse.Pawn:DMD<DMD<WorkTagIsDisabled_Patch1>?-318996480::WorkTagIsDisabled_Patch1>(Pawn, WorkTags)
RimWorld.Pawn_InteractionsTracker:SocialFightChance(InteractionDef, Pawn)
RimWorld.Pawn_InteractionsTracker:CheckSocialFightStart(InteractionDef, Pawn)
RimWorld.Pawn_InteractionsTracker:DMD<DMD<TryInteractWith_Patch2>?-1670956544::TryInteractWith_Patch2>(Pawn_InteractionsTracker, Pawn, InteractionDef)
Hospitality.Harmony.TryInteractRandomly:Replacement(Pawn_InteractionsTracker, Boolean&, Pawn, List`1, Int32)
RimWorld.Pawn_InteractionsTracker:DMD<DMD<TryInteractRandomly_Patch1>?2045169664::TryInteractRandomly_Patch1>(Pawn_InteractionsTracker)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch3>?469737600::Tick_Patch3>(Pawn)
Verse.TickList:DMD<DMD<Tick_Patch2>?857991680::Tick_Patch2>(TickList)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

looks like ill try reordering fluffys work tab and more than capable
#60
what does it mean when the alert tells me my colonists are missing hauling tools. what are those?