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Messages - ertzuiop

#16
Releases / Re: [1.0] Simple Slavery
March 28, 2019, 05:00:39 AM
Quote from: Ziehn on March 27, 2019, 04:55:36 PM
Sorry for the late reply. I tried to replicate this but the two test animals I used were completely fine, any other details you can remember?

There was interaction with the pet i think. Right before the prisoner starts to escape, they rode on pets (Giddy-Up mod).
Zapped the prisoner and sometimes pets getting the mental state: flee in panic.

Have to add i play a 200+ mod game.
So guess its mod conflict? Should i push this up the list?

Another question: how can i recruit enslaved prisoners? I dont see any option for this.
#17
Releases / Re: [1.0] Common Sense - basic AI tweaks
March 20, 2019, 06:19:13 PM
Doubles in the settings.

[attachment deleted due to age]
#18
Releases / Re: [1.0] Simple Slavery
March 18, 2019, 07:40:18 PM
So i started using the zap collar (electrical slave collars) and it works all good, but there is some kind of "bug"?
Everytime i zap an escaping slave all or at least one pet animal starts to flee in panic... until it leaves the map to never be seen.
Lost some good pets like this.
#19
Releases / Re: [1.0] Prisoner Arena
March 16, 2019, 11:48:24 AM
Quote from: Darkwalker28 on March 15, 2019, 10:07:01 AM
I keep getting an error in the mods section that the version is UNKOWN, using it in 1.0.2150...It seems really cool, anyone know what might cause that?

Change "<supportedVersions>" into "<targetVersion>" in the about.xml
The error should be gone.
#20
Releases / Re: [1.0] [KV] Change Mirror [ModSync RW]
March 12, 2019, 11:55:31 AM
Hi getting this error, but no mirror after construction

Exception in JobDriver tick for pawn Delphine driver=_JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_599236) A=Thing_Frame_ChangeMirror297259) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch1 (Verse.ThingDef,Verse.ThingDef) <0x00373>
at RimWorld.Frame.CompleteConstruction (Verse.Pawn) <0x00309>
at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x00396>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
ZombieLand.Verse_TickManager_TickManagerUpdate_Patch:SingleTick(TickManager, Int32)
Verse.TickManager:TickManagerUpdate_Patch1(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#21
Releases / Re: [1.0] Prisoner Arena
March 11, 2019, 05:09:25 AM
Love this!
Gladiator schools like in the Spartacus series and let your champion fight against other factions champion. For rewards and honor... and maybe their freedom :D
#22
Releases / Re: [B19] More Monstergirls
March 08, 2019, 02:31:12 AM
Have an issue, that forbids me from selling dryads and centaurs to merchants. Doesnt matter if its orbital or normal merhcant.
Is this known?
#23
Thank you so much!
#24
Releases / Re: [1.0] automatic Rimworld mod sorter
January 28, 2019, 06:43:28 AM
Not using steam.
Discord?
#25
Releases / Re: [1.0] automatic Rimworld mod sorter
January 28, 2019, 06:02:44 AM
Still same error with newest update. Specify abnormal folder structure.
Btw. how to contribute to your mod?
#26
Releases / Re: [1.0] automatic Rimworld mod sorter
January 28, 2019, 03:46:35 AM
Getting this error and im not using workshop.

[attachment deleted due to age]
#27
Nope. Or else i wouldnt ask.
#28
Quote from: sumghai on January 24, 2019, 08:55:14 AM
That's standard behaviour for reloading Combat Extended - instead of simply topping up ammo, it completely removes any existing rounds before reloading it with a full stack.

Does removing mean deleting existing magazines? Or is the replaced ammo put into backpack for later use? Couldnt check myself...

Quote from: sumghai on January 24, 2019, 08:55:14 AM
There's nothing I can do to change this behaviour to increase the M134's ammo capacity, and any changes would adversely affect the way CE works.

All good, just wanna know the rules. Keep up the great work!
#29
When reloading the turrets the magazine is getting "emptied" before. Even when it still have 400 ammo the process of reloading is deleting the current magazine before placing new one? Is that the procedure? Couldnt check it yet.

But isnt it possibly just to add ammo to the current magazine instead of replacing it so it can be stacked above the carry capacity of haulers?
Just like they do with any item piles.
#30
Why is the magazine capacity of the turrets so low? Any chance to increase it?