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 on: Today at 04:27:02 PM 
Started by Torann - Last post by HerrColonel
With the latest patch, none of my pawns can cast any targeted spell. Rainmaker still works, but anything with a target (either ground or a pawn) gives the error
"Exception in SetupToils [...] System.MissingFieldException : Field 'AbilityUser.VerbProperties Ability.canCastInMelee' not found."

This message appears whether or not the spell is cast at melee range.
It's weird because I tested today too and I was able to cast spells like blink, invoke, magic missiles, consume corpses, etc. Those all target pawns and I had no error (the spell worked). I didn't test any spell targeting the ground like dry.

Maybe you could upload the full logs?

 on: Today at 04:06:18 PM 
Started by skullywag - Last post by Kori
But i bet if he read this, it wouldn't much trouble for him to do this.

That's what I was hoping too.  :)

 on: Today at 04:04:56 PM 
Started by tkkntkkn - Last post by Lethe
Is it okay to remove this mod from existing game? Will it cause problems if I do?

I suppose the terrain corruption, flooding, and walking on lava are still not fixed yet?

 on: Today at 03:57:34 PM 
Started by Nameless - Last post by Nameless
I just started my first game in B18 and the colonist bar no longer shows who is idle. Is this a game thing or is one of my mod doing this?

 on: Today at 03:47:05 PM 
Started by skullywag - Last post by Canute
Sorry harry, but Extented storage don't use "pocket dimension" it is like Quantum storage, it stores more stack at the same tile, and all is on map.
The number which got displayed is just a summary of all stack's on that tile.

But Extented storage is made in previous version and just adapt to B18 by the good doctor.
And since multi colony isn't a recommend vanilia feature, he don't thought about to refresh this displayed number after a map change.
But i bet if he read this, it wouldn't much trouble for him to do this.

 on: Today at 03:39:27 PM 
Started by lance_hardwood - Last post by kaze0
There  is  another  mod  with  personal shields  working that way which is   currently  on b18 ,its  part of Polarisblock ( ), bear in mind  that  this mod  brings  crazy powerfull  stuff besides shields and ridiculously op  faction,comados  from glittertech  are  childs  play  compared  to them .

 on: Today at 03:38:51 PM 
Started by sai05 - Last post by Canute
Could you try to disable "Haul to Stack" and look if this still happen ?

 on: Today at 03:37:29 PM 
Started by Psychodozer - Last post by Ruisuki
I was wondering about facial stuff yeah, since the author integrated the spoons and nacblads hair glad to know that means theres no need to keep them installed, will uninstall them right before running this. Awesome work on the mod bro

mouth + beards thats whats up. No issue using it with other hair mods like spoons, rimsenal and nacblads rimhair?
Modified version of mods spoons/nacblads rimhair is in the FS
Just so everyone knows, this is changing in the next version that gets released of Facial Stuff. Any hairstyles other than the ones that Killface has made will need to be downloaded and ran separately in their own, regular mods. This means that if you are using Facial Stuff now, and you have any pawns that have hair that isn't vanilla, made by Killface, or you don't have the mod for it, then you will need to get the respective mod running that the particular hairstyle comes from, once he releases the next version.

I have no clue when that will be, just wanted people to be aware of it that might only have Facial Stuff but none of the hair mods downloaded and running.

Aw thats disappointing. why is this? I know hes running a beta for alien framework support so maybe if you arent using that there might not be a reason to go for the latest version?

 on: Today at 03:32:29 PM 
Started by dburgdorf - Last post by Lethe
I checked the last 5 pages or so of the thread, but it doesn't seem anyone mentioned this yet. (My apologizes if someone posted it already and you know about it.)

When using We're All Mad Here alongside with Psychology mod I've had this raider appear: Cake is a psychopath with a bleeding heart.

I have it set up so your mod is loading after Psychology. Initially, I thought it might be a Psychology goof, but then I remembered your mod and how it increases the chances of folks to have that trait. I'm not sure if I should be mentioning it to you or to Psychology's author as I'm not sure if your mod is overwriting or ignoring certain trait spawning logic or if it is an issue with the trait spawning logic with Psychology itself.

Thanks for all of your excellent mods! :D

 on: Today at 03:29:12 PM 
Started by Nandonalt - Last post by Ruisuki
you mean like notepad++? Only time i remember using it was for ck2 saves. Its possible to delete camps this way?
also wanted to mention i havent added mods in a week so its unlikely to be that, I mean it was fine all this time. Even in A16 this never happened. I dont think it could be any other mod than this one since it deals with overworld travel. I really love it though.

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