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Author Topic: [1.0] XND's RimWorld Mods - Updated 2019-10-06  (Read 180504 times)

WolfgangPolska

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« Reply #255 on: August 21, 2019, 11:49:05 AM »

Profitable weapons doesnt work for me, weapons after being dropped dont get tagged.
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I have no idea how, but it works!!!

Hjkma

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« Reply #256 on: August 21, 2019, 05:56:37 PM »

Just take it to the inventory of pawn, do not equip as a weapon.
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Tocato

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« Reply #257 on: August 24, 2019, 07:00:49 AM »

Another thing i wanna mention is with hardcore mode on which should mean i cant do jobs without the proper tools, I am able to bypass the requirement and can not only sow without seeds (despite using the seeds please mod), but harvest without the tool equipped. This doesnt happen with pickaxes, axes or hammers, so It seems likely to be a conflict with that mod? Because as ive mentioned Ive also had crafting quality rebalanced and quality builder mods be ignored by my colonists
« Last Edit: August 24, 2019, 08:25:04 AM by Tocato »
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Ruisuki

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Re: [1.0] XND's RimWorld Mods - Updated 2019-09-06
« Reply #258 on: September 21, 2019, 05:26:06 PM »

getting an alert that im missing hauling tools. Do those exist? Maybe I can disable this specific alert?
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Wilponderroci

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #259 on: December 09, 2019, 01:34:16 PM »

Just noticed that this mod has some weird compatibility issues with Dual Wield and Simple Side Arms. Tools do not register on either of these mods as weapons and pawns just constantly drop them when carrying more than two in their inventory. I mean wouldn't it be grand to wield two sickles, have a pawn that simply had one of each tool in their inventory? cant happen. they just drop them.  :-\
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Brightsideguy

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #260 on: February 24, 2020, 02:35:40 PM »

Weird question, but does Survival Tools have any sort of check for tools being on fire?

I'm trying to discover the source of a super weird mod conflict with Hugslib, LWM's Deep Storage, MendAndRecycle (Need Materials Build), and XND Survival Tools... mods that don't seem to be related to fire errors. But when trying to mend tools, I get a fire error as it tries to grab a tool.
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My main mod: Gerzee Race

vovik

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #261 on: March 02, 2020, 03:13:01 PM »

Any chance to update to Rimworld 1.1?
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Ich hab euch etwas mitgebracht
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CEPMatos

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #262 on: March 12, 2020, 03:09:42 PM »

Any 1.1 update for Targeting Modes?
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alexo

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #263 on: April 29, 2020, 01:22:33 AM »

updete Turret Extensions pls
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Jdalt40

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #264 on: April 29, 2020, 05:39:01 AM »

updete Turret Extensions pls
Please stop spamming this on every 1.0 thread
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Ruisuki

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #265 on: May 01, 2020, 03:57:58 AM »

are these mods good to use for 1.1?
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Lecris

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #266 on: May 03, 2020, 03:58:58 AM »

In case anyone is checking over here, [XND] Survival Tools is currently being maintained by me and JellyPowered as [LC] Survival Tools Reborn. You can find it on Steam and Github. If there are any problems with that version contact me on the Discords or Github.
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Ruisuki

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #267 on: May 06, 2020, 12:14:09 AM »

what does it mean when the alert tells me my colonists are missing hauling tools. what are those?
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Tocato

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Re: [1.0] XND's RimWorld Mods - Updated 2019-10-06
« Reply #268 on: May 14, 2020, 02:58:58 AM »

Hi so whenever I add adrenaline to my game it breaks the save. I tried adding it to my game and whenever I load up the map/globe clicking does nothing and the colonist bar disappears. I had previously tried adding it to a brand new save and instead the map generation failed. I couldn't even start the game as it reverted me to the map seed screen.  Loading a save before I added it doesn't affect map generation. Has anyone encountered anything similar? Im using the 1.1 fork

Could not find class Adrenaline.MapComponent_AdrenalineTracker while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Adrenaline.MapComponent_AdrenalineTracker" />
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List1&, String, LookMode, Object[])
Verse.Map:DMD<DMD<ExposeComponents_Patch1>?2130310272::ExposeComponents_Patch1>(Map)
Verse.Map:DMD<DMD<ExposeData_Patch1>?-1004719488::ExposeData_Patch1>(Map)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List1&, String, LookMode, Object[])
Verse.Game:DMD<DMD<LoadGame_Patch3>?1864954112::LoadGame_Patch3>(Game)
Verse.SavedGameLoaderNow:DMD<DMD<LoadGameFromSaveFileNow_Patch2>?1168868224::LoadGameFromSaveFileNow_Patch2>(String)
Verse.<>c:<Start>b1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
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