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Messages - Blixit

#1
Ideas / Re: Your Cheapest Ideas
May 15, 2016, 12:28:09 AM
Executions. Making hunters move up on a downed animal is a step in the right direction, but when it takes 6hrs to kill a downed animal at point blank because the hunter is simply missing just frustrates me so much. Instead of going up to continue shooting the animal why not just have it like the slaughter button on domestic animals.

Also tone down the berserk mental state a tad cause that can also hurt the fun. Especially when a colony is going through hard times from no fault of the player like mass sickness or something, someone can be going berserk daily. Imagine writing a colony journal like Ive read some people do, and every single day it just reads this person went berserk because he didn't clean up his room. It gets tiring. Maybe make people go berserk for things that really matter like their spouse died, cause that will give that tantrum so much more meaning! 

And talking about cleaning up his room, WHY DON'T COLONISTS DO THAT?! Its only reasonable that you tidy up your room and not expect your friend to clean it for you.. Maybe add it to joy or something, to make people care about the state of their rooms.

Anyway, Rimworld is my favorite game, keep up the good work!  :)
#2
Found a small bug. If you have a Coal power plant and you toggle power off to stop colonists wasting coal on it, it will glitch haulers and make them just stand (not idle). It will also cause a lot of stutter and performance issues cause the haulers will be constantly trying to refill the power plant and fail.
#3
Quote from: lordmatiz on May 07, 2016, 08:12:55 PM
Seriously you can't even read TWO last posts?
Just don't enable prepare carefully and mod order.
Calm the tits. I've tried that, still doesn't work.

Edit- okay so ive done another complete reinstall. New Rimworld and new download of mod. I got the very loong "generating help"  loading time which was different. After literally 10 minutes, it loaded and i left the mod button alone and went straight to new world and colony. Aaaand it works (reloading and all) :D. i'll leave this here for any other lost souls here.
#4
Is anyone else having issues with combat realism? colonists are not picking up ammo for their guns and so all guns are useless after their first clip. I've reinstalled a fresh game, downloaded a fresh download of the mod, removed prepare carefully and mod loader as people say they can sometimes interfere, and ive made new world, new colony double checked everything but still no one will pick up their ammo.. theres no reload button on any gun when equipped.
Halp!
#5

for this mod pack the order thats with the modconfig.xml is the order they need to be in changeing it will mess up the mods.
[/quote]

I understand that.
I've since gone through the dev. version again without any "other" mods on. The reloading mechanic in combat realism is broken which makes all guns have one clip before being permanently empty (even if the proper ammunition is available). I haven't seen much talk on the dev. version so I'm guessing the a13 release has a lot more bug fixing to go and I should leave it.
Aside from that, it's looking good and I cannot wait for the release so I can lose more hours to this wonderful game.
#6
I've been trying the A13 dev version. I've ran into an issue where prepare carefully and crash landing would not work. After messing around with the mod orders i managed to fix them however this broke combat realism which effectively makes the game impossible to play. So my question is, how the hell do you install the "other" mods properly??  :-*
#7
Ideas / Re: Assigning zones to working hours
March 26, 2016, 09:46:16 PM
YES! also allocating certain colonists to certain benches would help. Having more than one kitchen in a colony can cause trouble because one stove is (in my experience) used way more than the other.