Not really sure what the problem is, the mods, or the lag, if you need help with the lag then you should tell us your map size and your computer specs, I know my computer would lag for no reason, but my problem was 5 year old computer.
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#2
Mods / Re: [Mod Request]
April 17, 2016, 08:18:25 PM
Well, I know Manual Priorities is very hard to do, but I would suggest that depending on who you have and how much passion they have for certain jobs I would suggest going into the "Work" Tab and putting a "Check" sign on anything the person is good at, such as if you have a good fighter/miner, have them mine and hunt and perhaps do other things that are in their field of expertise, but always make sure they have cleaning and haul checked on, if they don't they will not do those jobs.
If you still need further help I would suggest searching up a tutorial on how to play the game, or watch a someone play the game and see what they do, I know I did when I first started, it really helps a lot.
If you still need further help I would suggest searching up a tutorial on how to play the game, or watch a someone play the game and see what they do, I know I did when I first started, it really helps a lot.
#3
Mods / Re: [Mod Request]
April 17, 2016, 03:34:08 PM
I have a problem with my colony getting super messy sometimes too, but I do not think we need a mod to give our colonist a cleaning order, but I can give you some tips to make sure the colony is never a mess.
Tip 1: don't give them a bunch of tasks, if you are trying to build a big project use the "Plan" tool in the "Orders" menu so you can remember where to put things and put your project into smaller parts so they have a break sometimes.
Tip 2: Make sure your colonist can actually clean, and activate it in the "Work" menu, if you just want a janitor you can go and enable "Manual Priorities" in the "Work" menu and set the priority of cleaning to the max so they will clean before doing other jobs, it isn't a bad idea but you gotta know what you are doing for that.
I really do recommend not giving a bunch of orders and always make sure you have enough supplies to build things, otherwise you'll find them doing everything and anything and it will feel like anarchy.
Tip 1: don't give them a bunch of tasks, if you are trying to build a big project use the "Plan" tool in the "Orders" menu so you can remember where to put things and put your project into smaller parts so they have a break sometimes.
Tip 2: Make sure your colonist can actually clean, and activate it in the "Work" menu, if you just want a janitor you can go and enable "Manual Priorities" in the "Work" menu and set the priority of cleaning to the max so they will clean before doing other jobs, it isn't a bad idea but you gotta know what you are doing for that.
I really do recommend not giving a bunch of orders and always make sure you have enough supplies to build things, otherwise you'll find them doing everything and anything and it will feel like anarchy.
#4
General Discussion / Re: RimWorld change log
October 03, 2015, 12:22:41 AM
ha...this is a joke...right?.......RIGHT?
Eh, by the time he comes back it'll be my birthday, so that will be a nice surprise.
Eh, by the time he comes back it'll be my birthday, so that will be a nice surprise.
#5
Mods / Re: Steam Workshop Poll
September 18, 2015, 07:27:30 PM
Or if you are a big company that got money to blowwww.
(Tynan isn't unknown? Oh wait, 5'000 people know him.)
(Tynan isn't unknown? Oh wait, 5'000 people know him.)
#6
Mods / Re: multiplayer mod?
September 03, 2015, 08:23:23 PMQuote from: killer117 on September 02, 2015, 03:44:42 PM
No, it wouldnt, im not selling the launcher, so im fine, im not selling anything, im handing out a modified core folder that allows multiplayer to people who want it. Im not selling the game or pirateing it. I cant use it to play the game, run the game or anything else. I can however use it to change the game we already got
ZOMBIE2 is a little arrogant, don't mind him, he needs to leave the thread or jump of a cliff, (I'm hoping for both)
Anyways, do you have the ABILITY to actually add multiplayer into Rimworld? I'm still waiting for someone to stop asking for it and attempt it, once that successfully happens then I would think about it further.
Heck, someone probably already made it if its possible and is playing with his friends, but he doesn't want to get sued so hes keeping it under wraps.
#7
Mods / Re: Colonists Joining At Random
September 03, 2015, 08:15:28 PM
Lol, they are pretty useless most of the time, hate the ones that cannot clean or haul.
#8
Mods / Re: Mod request speed
September 01, 2015, 09:34:33 PM
I agree with having the speed enabled, because when you have a nice funnel system that leads intruders right into turrets you don't want to wait for them all to die, so it would help if you could just speed it up.
And nobody is forcing the more "Slower" people to download it either, it would be interesting to see this happen.
And nobody is forcing the more "Slower" people to download it either, it would be interesting to see this happen.
#9
Mods / Re: multiplayer mod?
August 23, 2015, 09:04:43 PMQuote from: Z0MBIE2 on August 23, 2015, 03:10:22 PM
It won't happen, stop asking please.
Holy SHIT this dude is a D-bag
#10
Support / Re: Black screen? Or, game won't run?
August 19, 2015, 01:01:15 AM
Alright I was able to fix it with your help, but I was not sure how to disable the mods so I just deleted all of them accept the core one, it fixed the problem though, thanks a lot.
#11
Support / Re: Black screen? Or, game won't run?
August 18, 2015, 10:34:46 PM
I was playing Rimworld for a couple of hours, and once I had a good colony I decided to try and download mods, like a doof I enabled all of them and returned to the main menu, It then froze and went black, it has been like this for 1 day and I am losing my mind because I cannot find the answer to this B.S
I have the output log, I have tried reinstalling 5 times now and it still keeps going back to the black screen, I have also tried to delete the config file but it seems to be in a different place then what the help guide says it is at, mine is in a "Mono" Folder.
Any help will be appreciated, before I shoot my computer.
[attachment deleted due to age]
I have the output log, I have tried reinstalling 5 times now and it still keeps going back to the black screen, I have also tried to delete the config file but it seems to be in a different place then what the help guide says it is at, mine is in a "Mono" Folder.
Any help will be appreciated, before I shoot my computer.
[attachment deleted due to age]
#12
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
September 30, 2014, 11:49:01 PM
It really must just be me, I have had it off ever since I saw trading was not working for me, guess i'll just wait for Alpha 7
#13
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
September 29, 2014, 09:20:30 PM
Communication seems to never work with me on this mod, I know what to do because I have played the game for months now but no traders ever come to the thing, any help?
#14
Mods / Re: [Mod Request]For Alpha 7) Being able to mechanize your colonist mod
September 29, 2014, 09:18:05 PMQuote from: The Uncanny Tranny on September 28, 2014, 10:55:58 PM
http://ludeon.com/forums/index.php?topic=3420.0 Look at August 18th
Thanks, I must never see the traders that sell body parts (How do I equip them when I do find them?)
#15
Mods / [Mod Request]For Alpha 7) Being able to mechanize your colonist mod
September 28, 2014, 10:19:18 PM
Hello, ever had your favorite and hardest working colonist go into the field of battle and get a arm,leg,eye,brain, or just anything shot off by those nasty raiders? Well how about a mod that allows you to build Human Body parts whether they be Limbs, all the way to organs and even replacing your brain.
Basically once the item is made you go make a colonist equip it, and to repair it you need to make a surgery bed that they lay on to heal, and anybody with the doctoring skill heals them by a welder or wires (That you would have to make)
Good, Bad, Maybe?
Basically once the item is made you go make a colonist equip it, and to repair it you need to make a surgery bed that they lay on to heal, and anybody with the doctoring skill heals them by a welder or wires (That you would have to make)
Good, Bad, Maybe?
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