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Messages - Simstu

#31
Releases / Re: [B18] Signs and Memorials (v1.2.1)
March 09, 2018, 06:40:40 PM
That's the problem. My game doesn't want to show error logs. :/
#32
Releases / Re: [B18] Signs and Memorials (v1.2.1)
March 05, 2018, 04:58:23 PM
Hi, I know this is kind of ,,dead topic'', but I'll try. I've got a problem with the mod, when I put the sign in front of my colony and then save the game, it won't load again. After normal half a minute loading (after the ,,Spawning things...'') it will display ,,Generating planet...'' (as if you would press ,,World'' in-game) and then it's just ,,greyscreen'' (I can't say blackscreen, becouse it's actualy grey) and I have to force-close RimWorld, becouse I'm unable to do anything. Thanks for all help. I would really want signs back to my game. :) PS : I still play on A17 (Please, don't kill me for that, I've got my reasons).
#33
Outdated / Re: [A17] SeveralPuffins mods for A17
March 03, 2018, 07:54:15 AM
Quote from: wwWraith on February 26, 2018, 01:51:45 AM
Simstu, the common way to find out which mod is causing conflicts is bisection: disable half of the mods and try, if there are still issue then disable half of the left again, if not - enable half of the disabled, continue until you'll narrow it down to only 1 mod.

But there is other possibility. Razzle Dazzle adds a new WorkType (Perform), such mods shouldn't be added to existing saves, you have to start a new game if you want to use it.

Thanks, unfortunately, I don't want do start a new save now, but thanks for advice. :)
#34
Outdated / Re: [A17] SeveralPuffins mods for A17
February 25, 2018, 06:01:26 PM
Quote from: Harry_Dicks on February 25, 2018, 05:55:34 PM
Quote from: Simstu on February 25, 2018, 05:04:06 PM
Hi, I found a problem. I'm still playing on A17 and when the mode is loaded, colonists from ,,work tab'' just disappear. I don't know anything about modding. It might be some mod collision I really don't know. Could you help me?

Just so you know the OP hasn't logged into Ludeon forums in over half a year. Maybe someone else that still plays on A17 can, but being honest I don't think your chances are too great. You could try to message/add the author on Steam, but I've been trying to do that for a bit now. Just being honest with your situation. :-\

Thanks man, I wasn't really waiting an answer, since I know, that most of the people plays B18 now, but hey, I could be lucky sometime. :D Better to try, then do nothing.
#35
Outdated / Re: [A17] SeveralPuffins mods for A17
February 25, 2018, 05:04:06 PM
Hi, I found a problem. I'm still playing on A17 and when the mode is loaded, colonists from ,,work tab'' just disappear. I don't know anything about modding. It might be some mod collision I really don't know. Could you help me?
#36
Outdated / Re: [B18] While You're Up
February 25, 2018, 11:29:57 AM
Quote from: Harry_Dicks on February 25, 2018, 10:00:49 AM
Quote from: Simstu on February 25, 2018, 09:47:32 AM
Maybe I would like to, but my gameplay and mods, that I have, are based on this mod (https://ludeon.com/forums/index.php?topic=33189.msg338272#msg338272) which (unfortunately) is not much going to update... :/

If it was xml only I can update it for you, but I have no clue about the airships and Captain OHU's Dropships and such.

Not to tell ya what to do, but do you plan on staying on A17 forever? Or will you swap maybe when 1.0 comes out? Personally, I would feel like I am missing out on so much fantastic content by not going into B18.

Is this save very special for you?

Yep. You know what? Don't mind. It seems like I won't have so much time for RimWorld (and PC games generally) anymore, so I will stay on A17 for those couple of months. Thanks. :)
#37
Outdated / Re: [B18] While You're Up
February 25, 2018, 09:47:32 AM
Maybe I would like to, but my gameplay and mods, that I have, are based on this mod (https://ludeon.com/forums/index.php?topic=33189.msg338272#msg338272) which (unfortunately) is not much going to update... :/
#38
Outdated / Re: [B18] While You're Up
February 25, 2018, 05:35:24 AM
Hi, cool idea. Do you think it will work on A17?
#39
Outdated / Re: [B18] Roof Bounded Build Tool
February 23, 2018, 07:00:47 PM
Thanks man! Much appreciated!  ;)
#40
Outdated / Re: [B18] Shoo!
February 23, 2018, 02:27:36 PM
Hi, really good idea, I like it. Any chance it will work on A17?
#41
Outdated / Re: [B18] Roof Bounded Build Tool
February 20, 2018, 03:18:52 PM
Hey guys, don't you know if it will work for A17?
#42
Fortunately I don't use the artillery most of the time, so I don't mind that problem much, but still, I'd like it to work!  ;D
#43
Quote from: Harry_Dicks on January 24, 2018, 09:05:15 AM

If you try the mod HelpTab it should show you anything in game that you search for what you need to make it.
Thanks, this mod is quite useful, but does not solve the problem with the Airship. Does someone from you know how does it work? And unfortunately it does not solve the problem with shells either, because it looks like they cannot be crafted.
#44
Hi, I downloaded your mod (which is great by the way, thank you), but I've got a problem. Maybe I'm just blind and can't see it, but where can I find crafting of those ,,special'' artillery shells? And how does those turrets on Ship work? Thank you for answers and for the mod, I'ts fantastic (Especially my favorite Colt 1851 Navy (Colt revolver)  and Winchester rifle (,,Henry rifle'')  ;D ).
#45
Releases / Re: [A17] SimpleSidearms
May 17, 2017, 05:04:43 PM
Seems good... I like that option of carrying a secondary weapon and knife... Is it compatible with other weapon mods (https://ludeon.com/forums/index.php?topic=22370.msg241547#msg241547) this one for example? Could you do it for A16? Thanks for answers.