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 1 
 on: Today at 08:26:41 AM 
Started by Canute - Last post by Canute
Confirmed, only happen when you have developer mode on.
But still 2 pack's for the same language.

 2 
 on: Today at 08:13:58 AM 
Started by Ermantis - Last post by b606
Bonjour,

La première version du mod LanguageWorker_French est sortie (https://github.com/b606/RimWorld-LanguageWorker_French/releases/latest).

En attendant l'intégration dans le jeu, vous pouvez le tester et remonter des suggestions. Suivez bien les instructions dans le README  ;)

b606

Make the French RimWorld Translation at maximum quality.

 3 
 on: Today at 08:00:47 AM 
Started by Tragix - Last post by Headshotkill
This mod conflicts with Androids mod, all androids act as babies even though some of them are biologically over a century old. This didn't happen in 1.0, atleast not this severe, back them people with childcare jobs would carry androids to cribs though.

 4 
 on: Today at 07:07:00 AM 
Started by Canute - Last post by Imperator_Edi
I have a similar problem when I have developer mode enabled. Check if you have it turned on sometimes.

 5 
 on: Today at 06:48:45 AM 
Started by UnlimitedHugs - Last post by UnlimitedHugs
NameJeff112, some more useful information would be helpful.
After you loaded your safegame press CTRL-F12 or use the green "Share log" button at the log window.

My hero. <3

 6 
 on: Today at 06:15:45 AM 
Started by zed_0xff - Last post by zed_0xff
"Smelt metal from slag" recipe always thinks there's 0 items in a specific zone.

No mods at all.
When I set Electric smelter recipe to "Look everywhere" mode - it counts all metal fine.
But when I set 'Look in stockpile zone N' - it always shows zero count despite that there's lots of metal there.

 7 
 on: Today at 05:49:47 AM 
Started by Canute - Last post by Canute
I just test something out with plain vanilla settings.
I used -saveddatafolder to a new path, so my current modlist don't get loaded, a new prefs.xml get created too.

The language got reseted to my windows language (german) and i notice some strange text (picture Deutsch)
After i tried to change the language back to englisch (because i hate the language mix of none-translated mods) i notice there are 2 language entries German and German (Deutsch).
When i used German (Deutsch) anything is well translated (Picture Deutsch Deutsch).

There are other double language entries too like French,Japanese,....
When i checked the Core/Languages  i only see German (Deutsch).tar so i have no clue where these other german entry come from.



 8 
 on: Today at 05:41:00 AM 
Started by Dark_Inquisitor - Last post by gaberad
Hmm, it looks like it's trying to load a hair texture that doesn't exist.

If they're still hanging around your colony (or you've got a save with them still there), can you open up debug mode and recruit them, then take off their helmet? I need to see what hairstyle it is underneath.

Otherwise, I'll look at making an update which logs some stuff so I can figure out what's going on.

 9 
 on: Today at 04:53:13 AM 
Started by Chicken Plucker - Last post by Chicken Plucker


1.1 MODLIST

https://drive.google.com/drive/u/2/folders/1W1_-TCmGMNGJSddCwjtoAVjc1K8dJhKi

Mods updated
05/04/20
List of Changes:

(ALL RED HORSE FACTIONS UPDATED)
- Red Horse Factions now bans pawntypes spawning with the following traits:
+ Brawler (to prevent whiny brawlers. seriously.)
+ Pyromaniac (I just don't like pyromaniacs.)
+ Wimp (to prevent perma-downed colonists with scars)
+ Body Purist (only for pawntypes that require bionics)
* Umbra Company recruitable pawntype smock removed
* Coalition opening soundtrack changed for scenario

- Military Furniture
* Mission patches added for Royalty DLC quests
* Mission patches added for Vanilla Expanded: Settlers bounty quest
* Mission patches added for Real Ruins quest
* Mission patches added for Sparkling Worlds "psychic emitter" quest
* Recruitment patches added for Metal Gear Solid 1.1
* Recruitment patches added for DOOM 1.1
* Recruitment patches added for Spec Ops: The Line 1.1
* Recruitment option for an FBI pawntype
* Black thermal hat added for FBI pawntype (stuffable helmets for recruits cause errors for crashlanded start)
* Here's to you soundtrack replaced with a better version

- DOOM, Metal Gear Solid, Spec Ops: The Line
* Compatibility added for Military Furniture recruitables
* Pawntypes from the scenarios in these mods now ban the following traits:
+ Brawler (to prevent whiny brawlers. seriously.)
+ Pyromaniac (I just don't like pyromaniacs.)
+ Wimp (to prevent perma-downed colonists with scars)
+ Body Purist (only for pawntypes that require bionics)

- Get to the Chopper 1.1
* V-22 Osprey added. Welcome back chief.

Need some sleep, goodnight all, not much else to say. I couldn't post these extensive new updates without a new chopper at least today.

I got all chopper textures except the Gazelle done, just need their coding and their flight modes. I was hoping for sounds too, a lot more variance. Ironically I've been praying to God to finish my mods before basic training, and now I have nothing but time to waste in this room and it's driving me a bit mad. Surely these things wouldn't be accomplished if it weren't for this lockdown. Take care all.

WARNING: INTERNET IS BEING SLOW!
Please redownload the following mods if you downloaded them quicktime speed within 10 minutes of this post
- Get to the Chopper 1.1
- Allegiance

I'm gonna drop asleep right now cause it's 10am and I haven't slept yet over these mods. I'm not gonna bother to edit the post till the bloody thing is uploaded cause that thing is taking time. Ironic cause V-22 is the fastest chopper added to date, it's got the best top speed of all choppers, being faster than AH-1Z viper by almost 100km with it's (approx) 511km/h top speed

Awesome work CP! Stay safe.

Cheers bro!

 10 
 on: Today at 04:38:25 AM 
Started by johnyoga - Last post by Canute
I just test it out, a stool or chair don't block the pawn to get food from the NPD.

Other reason,
- check the food policy, are nutri meals allowed for their current policy ?
- zone restriction, but the hopper got filled so i don't think.
- there are berries (or similar) at your storage, they prefer berries over nutri meals.

Normaly your pawn's use them by their own, you can't force them to use the NPD.


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