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 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.

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

La première version du mod LanguageWorker_French est sortie (

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


Make the French RimWorld Translation at maximum quality.

 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.

 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.

 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

 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.

 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.

 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.

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


Mods updated
List of Changes:

- 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.

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!

 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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