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Messages - Harry_Dicks

#1561
Quote from: Farry on January 02, 2018, 08:05:18 AM
please help, im scared to start a new game (debug log shows first lines in yellow):

Def-linked translation error: Found no Verse.ThingDef named AirVent_Blueprint to match AirVent_Blueprint.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I've had those same 3 yellow lines for a few weeks now, and they haven't given me any issue. I even had 2 separate climate systems that worked perfect in my mountain base. 70F for normal temp for pawns, 0F for my freezers.
#1562
Hi Speedskater, I love your mods, thanks for all of the hard work! I just have a couple of quick things:

1-In the OP you have MassStorage as A17, but the post for it says there is a B18 version. Just thought you might like to know as I never bothered to check to see if you had a B18 version until I checked the actual post for that mod.

2-Will ResearchableStatUpgrades for B18 ever be posted on GitHub or anywhere besides Steam? I saw on Steam it is updated to B18, but I would rather get the official version from you than what someone else posted on here.

3-In MassStorage, how many different types of items can each device hold? Or is it just 1 type of item per device? Also, is there a distance limit on how far it can reach in the storage zone to pull items into itself? Hypothetically, could you just have a 1 cell wide storage zone stretching from the MassStorage unit to say a far off mine on the other side of the map, and it could still pull the resources automatically? Or say you had a storage zone just covering the whole map for 1 type of resource, would 1 storage device then be able to pull all of that resource scattered throughout the map to itself? I understand the potential for abuse, but was curious if there was an sort of arbitrary limit to the pull distance.

Sorry about all of the questions, but MassStorage is looking like it's right up my alley, especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(
#1563
Mods / [Simple Mod Edit/Request]
January 02, 2018, 02:41:48 PM
Hello. I'm hoping someone out there could help me, with what I think would be a fairly easy edit to ExtendedStorage. I was wondering if anyone could make a grain silo for storing raw vegetables, that is maybe 2x3 in dimension, but could hold say 10,000 vegetables. I really, really like the way ExtendedStorage handles storing things, with the input slot, and how your resources are always "on the map." I don't want to mess around with something like InfiniteStorage or anything where your stuff exists in a "pocket dimension" and then having to worry about pawns not correctly pulling from them as necessary or any of that mess.

Simply put, all I would like, if possible, is just the grain silo added to ExtendedStorage. Or if anyone could show me how to sort of copy & paste the existing code from that mod for just a new building, that I could create my own parameters (and art, if necessary!) to, that would be absolutely fantastic! If anyone could help me, you will have my everlasting gratitude (whatever that's worth)!!! ;D
#1564
QuoteAnimals participate to Faction Fog of War only if trained for release and with a master set.

So does that mean all of my wolves will be able to hunt new prey animals that are spawned in, but not in anyone's line of sight, as long as they don't have a master set? Thanks!
#1565
Quote from: BrokenValkyrie on January 01, 2018, 08:02:53 AM
Done! Added attachment for download, will be uploading workshop version.

It adds skill factor to recipe, there should be no conflict unless a mod adds skill factor as well. It scales the same as cooking, it start at the base of 0.4 and increase 0.06 for each level. In short you'll craft slower at the beginning but at lvl 20 you'll be crafting around X1.6 faster than vanilla.

Awesome, thanks a ton!
#1566
Having never have tried out any of these mods, I am really hoping some generous modding soul would update them to B18! ;D
#1567
Mods / Re: [Mod request] More normal turrets
January 02, 2018, 01:10:01 PM
Quote from: Thirite on December 30, 2017, 10:44:20 AM
More Vanilla turrets has gotten an unofficial update by a user of the Russian RimWorld community:
http://lttlword.ru/rimworld-mod-more-vanilla-turrets#1

DirectDownload:
http://lttlword.ru/download/rimworld/Mods/Vanilla_Turrets/B18/More_Vanilla_Turrets.zip

Thank you so much for that, Thirite!
#1568
Quote from: Vlad0mi3r on January 02, 2018, 10:31:50 AM
That's an Idea a tether rail for visitors to tie their mounts up to.

If this mod could somehow have an automatic tether rail, and have some way to make pawns automatically mount up when going on a caravan or something... holy crap the possibilities with something like that and GeneticRim!!!
#1569
This mod looks fucking AWESOME!!!
#1570
About the 3D printer, how does it work with printing bionics? Does it still take some resources, if so what, how many, and what is the work amount/crafting requirement? And when it prints a gauss rifle or railgun, how will that work if those are modified by a mod? Will it be a different kind, or the one from the mod, or does load order matter for this mod?

Sorry for so many questions, but there's a lot in this mod, and I really want to try it out. I just need to disable at least 4 other mods for it - Chemicals & Neutroamine, sd's Luciferium Production, another one that converts steel to plasteel, and Exotic Joy for the TVs and telescope. But I really like the way this mod essentially handles most of those things the same way, cuts my mod list number down some, and I get some nice extras like the ability to craft synthread and hyperweave! Thanks for all of your hard work!
#1571
How long does it take to duplicate resources? Can it do a whole stack at once, or just one unit at a time? Is there a different time for different things? Are all things compatible from other mods, or just vanilla? Could you duplicate the bots from Misc Robots++? Sorry for so many questions! :D
#1572
Hi, I really like your mod, but I have a couple of quick questions.

1-Would there be anyway to have the different companies you trade with just be like orbital ships instead of their own faction? Or maybe an option to have them play like that? The reason I ask is because I'm trying to trim down a lot of the extra stuff I have going on, and 6 extra factions running in the background is something I would love to trim, because I've got maybe a dozen other custom factions coming in from mods. This makes my "Factions/Relations" tab very bloated, and adds to the slowing down of RimWorld. I love being able to get a few hundred components by ordering the component caravan, but for a few specific resources this mod may not be worth it with my limited pc specs.

2-Is there a way to increase the amount of steel the steel caravan brings? If I remember correctly it was maybe 1000 or less? I was honestly hoping to buy like 10K steel off of a caravan dedicated solely to steel.

3-Isn't this the mod that add's the Walkblem Powered Armor and Walkblem Sniper rifle that does 50 area of effect damage? If so, is there a way to disable these items? On my playthrough I ended up capturing a couple traders with this gear on, that also allows the pawns to move super fast. With just these 2 pawns I could hold off an entire raid, because of their 50 AoE damage sniper rifles and speed that I could kite enemies. I can't resist the temptation of getting these guys again! :P
#1573
Is there a way to make the infused gear more expensive based on the quality of the infusion? Or do you think you might ever include that as an option at one point in the future? Thanks!
#1574
I'm really excited with the new update. I was hesitant to install this mod earlier because I had about 20 wolves and didn't want to feed them extra food. Now with the new balancing I'm finally going to give this mod a shot!
#1575
Does it matter if you load this before or after Jecs Tools? Is there a sort of "general" load order that people go by? For example, Core->HugsLib->JecsTools->AlienRaceFramework->Certain mods that need to be early->User Interface->Bundles of mod groups->Small QoL mods->big content mods->small content mods->certain mods that need to go towards the end

Any help would be greatly appreciated, up to 280ish mods, and I finally got it down to only a few yellows and 1 red error. I've honestly been working on all the mods for about an hour a day over the past 5-6 weeks, starting from 0!