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Messages - Seinne

#1
Quote from: Bozobub on June 18, 2017, 03:47:40 PM
Nah,  Kevlar helmets are still pretty damn heavy and clumsy.  Everyone greatly preferred their "field caps" by far, at least that I ever knew/saw.

The other problem with 'em is you can't use them as a cookpot any more, unlike the classic "steel pots"; they'd just slowly burn. Ew.

By the by, you can use C4 (like that found in claymores), cut into 1" cubes, as handy fuel for cooking in the field.  Just DON'T stomp it out :o (it requires both heat and shock to detonate).  The fumes are toxic, ofc, but hot food is a priority sometimes...
Mythbusters put that to rest, they beat the crap out of some c4 while burning and could not detonate it, though, in the end, they both said they wouldn't do it because...superstition for lack of a better word?
#2
Not sure if a bug or not, nor if it's new but...

When you are in a menu (world, restriction, orders, etc...) and click a pawn, I swear the menu used to close and go to the pawn, now it doesn't seem to.
#3
Small little thing that doesn't even seem worth posting but in the name of precision....

I noticed that where dirt paths meet running water they just continue over them instead of ending on the banks. Continuing over them would cause a dam, where ending on the banks would cause a forge which makes more sense for a dirt path. Roads and highways you could assume a bridge, but not a dirt path.

Told you it was a small thing.
#4
Thank you so much! Testing now!
#5
General Discussion / Re: Seeds 16A
January 01, 2017, 03:33:10 PM
seed: Jude

38.15N
10.63W

mountainous on the eastern edge of a small lake. Has a nice valley formed north to south.
#6
I think the whole process would work better, and be more palpable to swallow, if the penalty was on a timer so pawns would eventually 'get over' the fact they are wearing blood stained rags.
#7
Bugs / [A16] latest unstable research bug
December 18, 2016, 01:39:44 PM
What happened:
Loaded a game this morning and received a incoming raid warning at the same time a research project completed. So, having finished hydroponics, I choose Microelectronics's next, then closed the window to go deal with the raid.
Raid didn't go well at all, three pawns downed by frag grenades, (got a yellow warning on dev console about explosions btw). I decided to reload the save to see if I could do better.

What I expected:
I expected a raid and research ending message to pop at about the same time again, and I knew the raid wasn't guaranteed to be the same, (it wasn't, it was a mad animal encounter that popped I believe).

What happened:
The research pane popped open and stated that microelectronics(not hydroponics)was completed, and to pick another subject.

I checked to make sure I didn't overwrite the old version with the frag attack but I hadn't. So I think I'm going insane because I can't figure out how this could happen, but I'm reporting it just in case.

[attachment deleted by admin due to age]
#8
Not sure if it's a bug or not, but has anyone else noticed that pawns finish off downed raiders instead of letting them live long enough to be captured?

Even after I've undrafted a pawn, I've seen one put a round into a downed raider on the way by.
#9
I had something like this happen in earlier versions of the game. Basically for me it was because I moved a bed while it was labeled a prisoner bed, which left the room designated a prison still, so wardens wouldn't remove a prisoner from what it still considered a prison room. To fix I either built another bed, or moved it back, and then designated it to prisoner then back to a colonist bed, taking the prison designation off the room. After that I was able to move my prisoners.

So long story short, toggle the bed back to normal before you move it and you should not get the room bug...if that's the same thing that is happening with this version.
#10
Quote from: Grishnerf on December 15, 2016, 11:15:49 AM
Quote from: Seinne on December 15, 2016, 11:12:20 AM
Is it me, or are guest beds gone? I can't seem to find the option to make any. I wanted to check here before I post it in the bugs forum in case I missed something.





hospitality mod

See that's why I posted here first. Been playing with that mod so long I consider it core....
#11
Is it me, or are guest beds gone? I can't seem to find the option to make any. I wanted to check here before I post it in the bugs forum in case I missed something.

Also, when did Rimworld go pg13? t seems to be a lot of naked pawns running around, both on creation and visitors, wanders, and raiders!
#12
Bugs / Re: (A16 unstable) Error on trading
December 12, 2016, 06:52:16 PM
Quote from: skice on December 12, 2016, 05:37:52 PM
yea it works but after 2-3 try, so i lost 3 times the cost of what i want

yup, just checked, my money is gone too.
#13
Bugs / Re: TRADE BUG A16
December 12, 2016, 03:54:05 PM
I was coming to post same thing, only difference is I got the stuff I was trading for, even though I see the red error messages too. Error happens as soon as you try to ok and close the trade window.

[attachment deleted by admin due to age]
#14
Mods / [mod request] Fog of War
December 02, 2016, 10:30:14 AM
Was wondering if any of you modding Gods could tell me is its feasible, or create is you so desire, a mod that adds FOW 'fog of war'.

I've always thought that yes, you probably have an accurate map of your surroundings due to spaceship technology and what not, but after the crash or playing as a tribe, how is it possible you know what's walking around on the far side of the map, on the other side of that mountain range?

I'd love to have a FOW option where your pawns have varying LOS depending on wearable or surgical tech, and the ability to create deployable sensors like either the ones on planet Hoth(maybe like from the misc robots mod) or portable ones like the mineral sensor from the mining mod(I forget the name right now).

Anyways, I think it'd make the game a bit harder but more realistic.

What do you think?
#15
Mods / Re: Mod request:Bed Toggles
November 22, 2016, 07:52:45 PM
Quote from: 14m1337 on November 22, 2016, 04:47:43 PM
guest beds are a feature of hospitality mod. you should ask Haplo there, in his mod thread.

Lol sorry, been using his mod so long, I thought it was part of the base game. Color me embarrassed.