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Messages - thefinn

#181
Quote from: FireFly on August 28, 2014, 04:49:43 AM
Day 34. 8 zombie raids, one large, the rest massive. Not one pirate or tribal raid. Plez nerf ^_^
I have SC and a few other mods on. Looked through the configs but couldn't find a way to tone them down at all. I love this mod, but I can't even keep up with the pile of bodies, let alone the zombies themselves.

Kind of agree.

You note in your patch notes that you started spawning zombies without the use of the storyteller, which would be fine as long as there was some method to tailor the rate and size of zombie spawns. It does kind of negate the entire method of balancing the game if you remove the storyteller.
#182
Good mod, I'm sure more could be improved on the rest of the UI tbh.
#183
Quote from: Kitsune on August 27, 2014, 04:21:00 PM
Specific way you two clicked on the oil deposites? I tried it right now and i dont get the problem. ???

Nope, I just got it again clicking on a "paved tile (building)" came back here to see if anyone knew what caused it.

Edit: Finally my constructors built the tile and the problem went away straight away.
#184
Click on an oil deposit and then cannot click on anything at all except for the oil deposit window.

You cannot even hit escape to load an old save.

?!
#185
Ideas / Re: Assign colonists to stay in an area.
August 27, 2014, 01:30:27 PM
Quote from: Matthiasagreen on August 27, 2014, 12:48:11 PM
Similar idea, but I would rather have a no-go zone, where you tell your people not to go. Don't want them to leave the base for a bit? Mark the entrance no go.

Yeah both would be great, I was thinking this today. The current system of the "home zone" constantly re-writing itself and you having to get in and change it every 5 seconds is completely annoying - just in order to stop your colonists going out past the blast doors.

#186
Ideas / Injuries.
August 27, 2014, 01:29:08 PM
Much as I love the new injury system, I'd also love a way to have people who lose a leg or foot to get around.

Crutches, or something?

Losing a leg shouldn't mean bedridden forever more.
#187
Stories / Poor Chef
August 27, 2014, 11:46:06 AM
Chef landed in the original pods, life was hard but he managed to eek out a living on the surface of this rock.

Desert Canyons, Thick Shrub, the terrain was tough, but Chef beat the land. That is, until got caught out the front of the base in the midst of a zombie herd attack, one of his own turrets shot him in the head.

3 days in bed, the Doc hovering over him, he finally woke up... and all he counld say was "T-T-Turret".

Every time they accepted new people into camp there was that look, pity, disdain, even laughter.

That is... until the raiders came.

In one raid 5 people lost their left leg.

Now the slavers are in orbit, and chef he just smiles and says "T-T-T-Turret".
#188
Quote from: Iwillbenicetou on August 24, 2014, 05:18:19 PM
Quote from: thefinn on August 24, 2014, 01:50:39 PM
I played this earlier for several hours and got not one zombie horde :(

I was kinda looking forward to it, the virus went airborne and I left a mad squirrel sitting on a dump pile for a week - didn't turn.

Had the following mods:
Embrasures.
Wood Economy.
Project Armory.
Work Places.
Clutter.

Did I do something wrong ? Going by the description I should get zombies of varying sized hordes no matter my difficulty correct ?

Yes you did do something wrong. Thoughts for next time:
Read the front page entirely! There is a step where it says "genereate a whole new world/planet"

Damn the fine print!

I did read that too, but I figured a new map was a new map, not a new WORLD :)

Thanks ;)
#189
Quote from: minami26 on August 24, 2014, 09:25:39 AM
the C.H.E.S.T is already fixed, the static charger is getting a big bad nerf! also making the gas generator buildable early game with a nice little boost to oil consumption duration time. Expect the fix and a whole new TTM tomorrow!
-- I'm still making the banners and v2.8 tech tree image and i'm still finishing my play test!

Awesome, I'd love to see some easier play for the start of the game with power - I really want to add zombie hordes but... game is hard enough in this mod.
#190
I played this earlier for several hours and got not one zombie horde :(

I was kinda looking forward to it, the virus went airborne and I left a mad squirrel sitting on a dump pile for a week - didn't turn.

Had the following mods:
Embrasures.
Wood Economy.
Project Armory.
Work Places.
Clutter.

Did I do something wrong ? Going by the description I should get zombies of varying sized hordes no matter my difficulty correct ?
#191
Whenever I try and use this mod, the game just sits at the planet screen and seems to hang.

Memory is moving up very slowly going by the task manager, but no cpu being used.

This is Rimworld532win I'm using, hope that's the correct folder.

Any help ?

Ok, I worked this out - I have modded skyrim for years, so also used the nexus for years.

Under your mod files (edit file) on the nexus there will be a box with sections you can choose from.

You should just choose *1* "Main File" and that file will always be at the top, otherwise it goes in order of first to last uploaded, which puts your alpha 4 version at the top - anyone with nexus habits will probably download the wrong one like I did ;)

The other files you can put under "old version" and they will automatically go below it.
#192
Quote from: EmmaWayne on August 08, 2014, 02:14:29 AM
everytime a meteor crashes in to something than it will be there forever... cant remove it. the pawn just stands at her place and does nothing.

Had the same issue after a meteor storm. Cannot mine the rocks at all.
#193
Outdated / Re: [MOD] (Alpha 5) Synthmeat
August 08, 2014, 06:23:27 AM
None of my guys ever seem to go and make synth-meat.

It would be good if the bill for making good meals would have the chef go make the synth-meat first - if it's not in storage already.

Is it a crafting activity ? or something else ?
#194
Outdated / Re: [MOD] (Alpha 3) Turret Package (v.1.4)
August 07, 2014, 05:46:40 AM
Love the sniper turrets, but would love to see the sound turned down on them just a tad.

I did it myself, but a pain to do it every time... ;)
#195
Quote from: thefinn on August 07, 2014, 02:59:31 AM
Haha, no worries. It just had me stumped. I was like "What the hell is this thing for then ?" (I am new to the mod lol).

I can get around the zone anyhow, I just make them cook until they have 1 then make a 1x1 meal zone with a low priority.

So it will store 11 that way.