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Messages - Dewion

#1
Quote from: Abrexus on April 03, 2015, 09:38:35 AM
Quote from: Telarin on April 03, 2015, 09:22:54 AM
Thanks for all the great work and quick fixes Abrexus, this is definitely my favorite mod out there.

One small balancing issue, and of course, with all things balance related, this is just opinion. It seems to me that guns are crafted way too quickly. After all, building a gun by hand from scratch requires a lot of time to machine and fit parts, etc. I would suggest the crafting time for guns be more on the order of a large sculpture where it takes several days. After all, the only truly limited resource in a game like this is time. Every thing else can be replenished by spending enough time on it, so that should really be the resource most adjusted to maintain a good balance.

That's a good point, and I struggled with the time to work for crafted weapons.  This evening I plan to add the helmets, and I'll take a second look at adjusting the times.

Just note that, if realism is the goal, real month in Rimworld is only 12 days, so 6 days is 15 real days and so on. So one must think how long crafting would take in real life and then divide it to fit Rimworld time.  :)

Btw, i'm really having a blast with this mod. I like that tiered researching and other features, i'm also using prison improvements and few other mods. :P
#2
yeah, i know. i just don't wanna.. it takes time, i thought someone could easily say what mods conflicts with this mod.

i will test that later, now i just play without it and finish testing that SuperiorCrafting mod.
#3
swapping didn't work, only made worse. and removing Prison improvements didn't change a thing. should i start a new colony to see the difference?
#4
Here some pics:

Step 1
try to recruit is on.
Step 2
colonist is negotiating. i tried to select and rightclick to order negotiating, but it didn't show up, i had to draft the colonist and move her close, then undraft and the colonist choose to do it by herself.
Step 3
recruitment was successfully, at least it says so, but visitor is still my guest.
Step 4
i let the time go by and my colonist keep spamming and nothing changes.

and here is also my active mods.

next i will try swap order and then without Prison improvements.

[attachment deleted due to age]
#5
Still can't get this to work. i started a new colony with several mods, including latest "Superior Crafting". i also use "prison improvement" mod, it works without any problems.

when i try to recruit someone, if my colonist can outrun the visitor, message says it was successful, but nothing else happens. i even locked the visitor inside my house and my colonist kept spamming recruitment, but still nothing happens after successful recruitment.

Any advise?  ???
#6
Hi everyone.

About that jerky.
I made it behave like "survival meal" by changing
ThingDef ParentName="MealRottable"> to <ThingDef ParentName="MealBase"> in Items_Meals.xml

Btw, could the one who made this mod give a list what this mod DOES NOT change, so i know what other mods i can still use? :)
#7
Hey, great mod!

I was just wondering different approach.
Could "Slaver" be just a backround that prevents "dull work" and "manual labor", then "Slave" will be another backround that can't do any intellectual work? And the slavers would get minor negative thought from doing other than beating and shooting and maybe butchering and cooking?
Is it possible that when the game start, mod create new slaves?
If that's not possible, what about that when new colony is started 1/3 or 1/4 number of colonists would become slaves?
Or player have to choose the poor one that have to become slave and do all the "dull work"?
#8
Quote from: Orion on March 28, 2015, 09:20:56 AM
Changelog
1.02 - 28.03.2015
- ensured converting crash survivors works
- ensured compatibility with "prison improvements" (hospitality should be loaded first)
- targets will now only be talked to while they are in your home zone
- fixed weapons out bug
- slightly less negative impact
- fixed that some buffs were inverted

Yay, I will test it with my next colony. I'm starting a new one 'couse I ran in some trouble in recent colony.
#9
you didn't reply are this and prison improvements working together, does anyone else have problems? They do modify same files right?
I already deleted my prev colony and started a new one without this mod. I couldn't wait any longer, also I will probly start soon another one, then i test them together again.
#10
Quote from: L.Max on March 26, 2015, 10:39:03 AM
after i updated this mod from the previous version i get a colorful screen of death spamming red "squad brain AI" lines

it was the only mod i updated between saving and loading my colony

i had no recruit orders in my saves and tried several saves

i have attached my installed mod list (only a few aren't active and they are all updated to latest version)

Hey, I see you also use PrisonImprovements mod, is it active?
Have you been able to recruit people with it?

Btw, I have been in impression that updating mods or at least removing or adding them brakes saved games, is that so?
#11
I tried to merge the mods but it didn't work, anyone willing to help?
#12
Hey I just got this game, tried it a bit and then went look for mods to flesh it out.

I'm having strange issue. When i try to recruit crash survivor, game just spams "was successful" and the survivor won't show up on my list.

I'm using bunch of other mods, including "prison improvements" is that the problem?

If it is, anyway to make them work together, or do I have to choose? :D
And i would like to get the fix to my current game, I really hope it possible.