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Messages - TheWrongColonist

#31
Releases / Re: [A17/A16] Stack XXL
September 23, 2017, 06:35:49 PM
Quote from: BirdPrinceCece on September 23, 2017, 06:08:36 PM
QuoteWhen you extract the files from the zip did you put them on the mods folder like this "RimWorldInstallation\Mods\StackXXL\*files here*"?

Do you mind showing me a picture of what it should look like in the mods? I just unzipped it and moved the folder that was unzipped in to my Rimworld Mods folder.

Just download from the link maculator posted:
Quote from: maculator on September 22, 2017, 10:17:46 PM
There are also different versions in each link...
One with chinese, one without and one link is the source. Make sure you get the right one (Version 1.3 for A17)
https://github.com/IndeedPlusPlus/RimworldStackXXL/releases/download/v1.3-A17/StackXXL.zip

Create a folder named "StackXXL" inside the mods folder(where the Core is)


Then put the files from the zip inside the "StackXXL" folder:





Usually when you download mods the creators put the files inside a folder with the mod name where you just extract 1 folder with the mod files(About, Assemblies, etc).

Check http://rimworldwiki.com/wiki/Installing_mods just in case.
#32
Releases / Re: [A17/A16] Stack XXL
September 22, 2017, 09:57:59 PM
Quote from: BirdPrinceCece on September 22, 2017, 07:19:18 PM
I'm not entirely sure what I'm doing wrong, but I can't seem to get the mod to work - even though I'm on A17, it says it's the wrong version. If I activate it anyways, it doesn't show up in the mod settings - only my psychology mod shows there.

When you extract the files from the zip did you put them on the mods folder like this "RimWorldInstallation\Mods\StackXXL\*files here*"?
#33
Quote from: damngrl on September 13, 2017, 06:35:50 PM
is BluePrint mod suppose to forget ALL after exiting game? Then why we name them?

You have to right click on the blueprints you wanna keep and press "Export Blueprint" for it to be saved, and on the next game load you right click the "Create" button and press "Import "BPname"" and there you have it.

Quote from: BlackSmokeDMax on September 14, 2017, 12:06:27 AM
Is there possibly a way to copy and save them via your operating system, then paste them in for your next game?

And there's no need to copy them manually because if you export them they will be saved, but in case you wanna check the folder here it is:

C:\Users\*Usename*\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Blueprints
#34
A somewhat different situation but i have set the colonists to carry 6 Herbal Medicines and when they treat the wounded prisoners they go and take the meds from the stockpile instead of using the ones on their inventory & refill their inventory later... The only use i see for this is Stabilize.
#35
Mods / Re: [MOD Request] Manual priorities up to 9
August 29, 2017, 09:20:21 PM
Quote from: Jibbles on August 29, 2017, 09:10:30 PM
Think a lot of players don't mind being limited to 4. If I  had to guess it's probably so you don't have to click so many times to get to a certain number.

I tend to agree with you, maybe adding an option on the menu to set which number you want it to go to would please everyone.
#36
Mods / [MOD Request] Manual priorities up to 9 or 20
August 29, 2017, 07:51:54 PM
Why on the world would the manual priorities be limited to 4? It doesn't make any sense unless performance i don't really know.

Can someone make a mod that simply increases the priorities up to 9? I know Fluffy's Work Tab does this but it's not compatible with some mods although it's a great mod.
#37
Quote from: Lupin III on August 15, 2017, 12:32:20 PM
Quote from: Lupin III on August 15, 2017, 11:52:42 AM
...I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile.
...pawns are moving stacks around again even without this mod... I've redrawn the stockpiles and changed settings of them, but they are still doing it.

I think i have the same problem:

https://www.youtube.com/watch?v=FSNibWCofMw

Is this what happens to you as well? I also have stack merger.

ModsConfig attached.

[attachment deleted by admin: too old]
#38
Outdated / Re: [A17] Smoke Mortar
August 20, 2017, 07:05:22 AM
Quote from: Constance68W on August 19, 2017, 05:40:51 PM
@TheWrongColonist, it may be a conflict with Combat Extended.

Indeed it is Combat Extended, Smoke Mortar only worked after disabling CE. Thanks
#39
Outdated / Re: [A17] Smoke Mortar
August 19, 2017, 07:58:03 AM
Quote from: ThatOddGuy on August 07, 2017, 07:42:22 PM
Quote from: TheWrongColonist on August 01, 2017, 05:28:40 PM
Is the smoke mortar supposed to be in the security tab?

I already researched it but i don't see it there.


Hi! Sorry for the late reply, you probably figured it out by now. The smoke mortar shares its technology with the regular mortar, so if you can build regular mortars you can build smoke ones. Shells included.

Hello, i only played Rimworld for 10 hours so i might be missing something obvious.

1 - I know the smoke mortar shares its technology with the regular mortar that was the meaning of the 1st image. All mortars are researched as i said before.



2 - The question is: Is the smoke mortar supposed to be next to the 81mm mortar in the security tab(after being researched of course)? Or is it crafted in the machining table like the shells? Or something else? Because i don't see it in the security tab as i have shown in the 2nd image.



If it's not like i said it might be mods conflicting, so here i attach the ModsConfig.xml.

[attachment deleted by admin: too old]
#40
Off-Topic / Re: Count to 9000 before Tynan posts!
August 10, 2017, 05:00:58 PM
6884
#41
Create a new stockpile for the packaged survival meal with a bed inside and set it for prisoner, the PSM will be reserved for prisoners on the room, colonists will haul the food inside but no one will eat it.

I do this and it works, just make sure to put this room in a corner or something so a prisoner doesn't actually sleep on this bed and eat the PSM.

I hope a permanent fix is done by the developers.
#42
Outdated / Re: [A17] Detailed Body Textures
August 04, 2017, 08:06:33 AM
Quote from: skullywag on August 04, 2017, 07:51:58 AM
I am SHOCKED and APPALLED.....




why would you not remove those stones before taking the screenshot.

Perfection archieved.



Quote from: ChickenForcer on August 04, 2017, 07:53:25 AM
I'm a disgrace to the Rimworld modding community, I publicly apologize for this

Download it and use it if you want... perfection. xD
#43
Outdated / Re: [A17] Smoke Mortar
August 01, 2017, 05:28:40 PM
Is the smoke mortar supposed to be in the security tab?

I already researched it but i don't see it there.



#44
Outdated / Re: [A17] Mines - balanced mining
July 29, 2017, 08:02:33 AM
Quote from: Canute on July 29, 2017, 02:43:04 AM
Did you add some mod between the safe ?
Or do you got alot a new mineable resources that the bill menu can't show them all maybe ?

I don't have any new mineable resources, what happens is when i press Bills nothing pops up like it was locked.
#45
Outdated / Re: [A17] Mines - balanced mining
July 28, 2017, 10:00:23 PM
Is it just me that after loading a game with a mine & bills i can't see the previous set bills and i can't set any more bills? Only solution i found is to remove the mine and/or make another one.

Edit:

Possible solution, i have noticed that if i delete all the mine bills before a save next time i load the game i can add bills without any problem.