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Messages - neobikes

#1
Infinite money:
WEAR Tophat +Trade price multipler
Buy all stuff that do not have SELL PRICE MULTIPLER (ex. raw materials)
UNWEAR Tophat
Sell all stuff that do not have SELL PRICE MULTIPLER (ex. raw materials)
= Free Cash
#2
I would say it is impossible to play Rimworld without WorkTab of fluffy.

Example:
Stone cutting is fucked up by.
Stone cutting gives construction EXP and it works based on construction skill, but is located in crafting.
I guess its just another Tynan stupid move like operating on mechanoids where you used contruction but operated via medical skills. It took 2 full versions (2 years?) for Tytan to fix that one simple stupid thing with mechanoids operations.
Now i guess in A19 we gonna have stonecutting fixes.

That is only one example.
Without WorkTab and few other mods i consider Rimworld a bugged flustrating game.
#3
here is picture attached where pawn research while "intellectual" disabled

Maybe it's because he is alcoholic?
I also sometimes like to do things on computer after 1 beer

[attachment deleted by admin due to age]
#4
I agree
"Force Pawn to Do a Job" mod
messes with "Work Tab" mod

I found something:
If you got a guy who is unable to do "intellectual", he will do research anyway and even will prioritize that task.
But i use some other mods, like treatment priority that can mess with it as well.

Edit: Started new colony used same mods and i am unable to make this bug happenes again.
#5
At Work tab ...

1. Why "subskills" are reversed?

2. There is new "Master branch" column, but in real game it is really more of confusing and space waste instead of being helpful.
Also i got that issue:
- Because master branch ALWAYS have some value (1-9, null) sometimes it shares its value to ALL subskills. Making worktab useless.
Example:
Say you want few pawns to deliver materials to blueprints, but not construct, after a while these few pawns will have all subskills set to value of master branch and they will start constructing.

3. If subskills names cannot be vertical pls shorten them, but leave Mouse-on-hover description full.
#6
ok i did what you asked me. And i apologise
Its not your mod doing that. must be something other.

... i removed your mod entirely, made new save and still... this bug happens. i am trying like 15 mods now and looking for guilty mod.

sry again was too fast to celebrate finding
#7
Hi Dingo

Using mods:
REFACTORED WORK PRIORITIES
and
WORK TAB - fluffy mod

causes bug:
on loading game changes and messes work priorities totally to the point that on each loading you must redo all work priorities for all pawns :(

pls test and fix - otherwise your mod cannot coexist with WORK TAB
#8
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
January 07, 2017, 05:49:36 AM
I got bug using worktab

Each time i load savegame my work tab got messed up and changes to some default/old state or switch into simple view with messed up priorities

i using few mods
REFACTORED WORK PRIORITIES
LOOK AT ME I AM THE WORKER NOW
RAINDROPS NO LONGER FALL ON MY HEAD
STEP AWAY FROM MEDICINE

what might be the reason to that bug?

Someone else got similar bug using:
I have T's Mods, Hand Me That Brick, BulkMeals, Prepare Carefully, Cobblestone Floors, MineItAll, Pick a Color!, RD Floor Beauty Rebalance, RIMkea, and Work Tab.


OK so i found:
REFACTORED WORK PRIORITIES - mod that adds few things like haul rottable objects .. etc. Is causing that bug


ok i removed many mods and still that happens. :( its not RWP causing it
#9
Outdated / Re: [A16] Psychology (2017-1-4 v2)
January 05, 2017, 06:12:05 AM
After Berserk i got Anxiety Severe.
How do i get rid of it forever?
or Will it stay with my colonist forever?


PS. i read previous posts... now i know that it takes good doctor and medicines to lower it to "managed" so it only takes 0.5
#10
Outdated / Re: [A16] Wildlife Tab
January 03, 2017, 07:55:25 AM
Hi, author Lincore,

I like this mod.
Was wondering, can you do the same mod like this one for trees and agave plants?
Reasoning:
When playing on Extreme Desert i am struggling getting minimal food and wood.
Non stop i search on map for agave and cactuses.
Having them listed would save my time so i can actually play and not constantly search map :(

Be aware, that such mod would be useless on other biomes or may slow down game to crash because amount of trees and plants would be in hundreds or more.
#11
Quote from: RazorHed on September 29, 2016, 02:16:05 AM
If you want colonists to walk on your fancy roads in the jungle , then don't leave them unrestricted.  Make a zone that covers your base and all the roads and if there's something outside the roads then add on to that zone until you collect that thing or mine that thing then delete that part of the zone. Don't include in that zone any freezer that has human corpses or meat until you are in a situation where you have human corpses to chop or store, then delete that freezer from the zone. If you have tiles you don't want pawns to walk , then delete them from that zone. The only problem with this aspect of the game is that you are limited to 5 zones unmodded.

It wont wokr...


lots of things to be done in this gam. i w'ld come back in a year or so.
wonder why such issues arent worked out in this game.
I do like a HUGE coding that was done in this game by devs. I do think its tynans life work and will be. i think game is imba cool and no other have that climate.
but as i said game sucks becacuse of lack of many small things that should be mandatory.

pathfinding - well even with 35 colonists and 100+ herd animals and 100+ wild animals game runs smoothly.
Game start running slowly when u got lots of coolers, and lots if items in stores. or lots of items are being picked up in small amout of time. even on open space when stores are nearby and there is only sand games slows considerebly.
there must be bad coding inside about it.

also try selecting many builded stuff, like coolers or hydro's game freezes.
some coding is neccesary.
not to say framework is bad, but its performance... sucks, puke much
why not make pathfinding an option for slow or fast PC then?

Why make scroll smooth as we al know smoothing scrool is terrible via C# so far here
why not make it an option...
so much could be done.

but francly i feel like testers do not actually play this game, instea i feel they just make a certain situation for a certain problem and test it. i agree with myself that primo are CRASHES and errors. and then devs adding stuff. no one likes to modify already existing puked around shit.

the answer is - no one got so much time. no unlimited resources tynan got to improve game - i understand it fine.

but it will be at some point in game done.

like we saw a mod with icons, and then voula we got icons ingame, but why so cutout instead of full blown EDB icons had.

my post was just an example, so someone at testers will make attention and look at stuff that actually game is missing.

I mean no disrespeact anyone :D except tytat at which i puuuuke hardly :)
mood 5%
ty
#12
Quote from: iceteazz on September 28, 2016, 06:58:12 AM
_ Read till the line : "So you install MODS."

_ That's the basic problem that make you boring. Because the vanilla game was designed for a specific purpose and well balanced in a way make the game Hard, so if you got some mods installed, there are pretty much no more balanced, even the most tiny QoL mods make the game easier, more QoL, more comfortable you have, more boring you feel. Some mods even so imbalanced, overpower enough that you never care to use original items again, and you have to add some more mods that make game Harder, and again the cycle of boring, mods that make the game easier let you feel boring and you install some mods make the game harder, when  you feel so hard, you need more QoL mods, items to deal with the difficulty of the game, then you back to some more mods etc.

_ And many mods will add more feature in the game, and make it more complicated, rather than more fun. That's why i'm back to play RimWorld with minimal mods installed. I use some, for sure, but not much, i don't even use EPOE or Hospitality anymore. Vanilla game + Randy Extreme + permadeath = more fun than i expected.

Please post your picture your colony reach 500k on challenge or extreme and say it again - i want to see your "not so bored" face :) ... or maybe your a sandwich player
#13
Quote from: res34 on September 28, 2016, 07:32:11 AM
Wait, were we supposed to give a detailed rebuttal? I thought that he just wanted us to tell him he was wrong if we'd played for 2-3+ weeks. OK, here's my two cents then:

The fact that you appear to be just leaving human corpses laying around would by your fault. You should either haul them to an out of sight stockpile, bury them in a grave, or burn them. The only reason you're colonists would even attempt to eat them is if you're not very good at prioritizing gathering and cooking food. Starvation will force them to do this.

Also why are you butchering human corpses? That's essentially the only way to acquire human meat in an unmodded game.

When you go to restaurant do you get MENU and pick or you just eat trashes in back of kitchen, because you can't wait for something you should eat?
#14
I am rather disappointed by this game. Rimworld... hmm let me tell you: When u get game u start colony u are charmed by music and unique climate. U play, lets say 2 days, and then u start again this time you think u know what to do :)


So u trying to get some answers and u jump on ludeon forums and reddit (rimwiki is enigmatic and out of date) and read about stuff.

And this is the moment when u probably meet some first frustration about lacks of some basic necessity in this game. So you install MODS.

And shit starts...


U start again new colony with mods, you test it but still the more you play the more you think that this is never ending STORE and hauling micromanagement game.


Ok some points: - pathfinding - it simply does not exist i would say. Try playing some jungle and get pain in the ass watching colonists walking marshes and grasses instead of newly build wooden road for them. Watch colonists walking on chunks instead of avoiding them. Watch colonists harvesting hydrophonic tiles and jumping everystep to nonhydroponic tile just to reenter that tile again... ahhh

Stupid lack of basic orders: - u cannot forbid colonists from eating certain type of food. They will eat human meat or corpses and you cannot stop that.

There is no "hold fire" button. something so basic that when i think of it it makes me puke on tytan's face so my puke goes into his nostrils. HOW THE FUCK after 2 years of constant development and kickstarter money and such support on forum there is no "HOLD FIRE" button? Or why i can't tell my colonists pls shoot everything that moves but avoid shooting at THIS and THIS enemy creatures. Instead i need to press SPACE every shoot every colonist make and to change target ----- ROFLMAOOOOOOO this SUCKSSSSS

Or why there is no "no walk tiles" option ? imagine you want colonists to prevent from walking on certain tile. You must dive into hell of zone managing then set it to every colonists (oh my god) then cancel their current order and then redone it after danger disappear. that's just ...(shits on Tynan's left ear so much, it clogs up).


New version is very often like every month or so. and you cannot play with your current savegame - you must start from beginning.....

ok so you got mods. but guess what with mods it can be fun, but bugs will kill you. or after some time lets say you do not want some kind of mod, guess what - u cannot simply disable some mods without starting new game ..... or mods cannot work with each other - good luck finding about that longer ingame or even finding out what mod cause problem.

In the past there were some mods that were brilliant like EDB interface ETC or EDB Icon or Fluffy Work Tab.
WHY that jerk Tytan didn't took that code into game????????? he had GOLDEN EGG right next to his feet and just ignored that. Btw that copy paste shit on RESTRICT - it makes me hold my vomit until Tynan is close enough so i spread vertically my internal fluids mixed with simple meal all over him

... Not to mention Achtung mod. without it battles are just ugly. Now rimworld battles are like using Microshit Paint program to pixel by pixel draw a picture of a boy puking on that game instead of just drawing a line straight on.

i mean if you want to play for some short time - rimworld is ok. unique climate etc. but longer games are just frustrating.

my 2 cents.

If you do not believe me - play this game for 2-3 weeks  and comeback and tell me where i am wrong, and tell where i am wrong:)
writing: "you are wrong - wow that was easy" does not count

But if you are a kind of players who plays onehanded while holding sandwich in other hand and just play to die relaxed - go on, rimworld is fun for short games


I am not trolling - i am 0% mood and i got mental state (Berserk) on.
#15
Stories / Re: My First Experience With Brain Damage
September 12, 2016, 08:32:36 PM
Check out my Thrumbo :)
Sometimes after battle he sleeps there for a month healing.

But yea it suck to rely on one guy. so easy to mess a lot when hes hit. when i start game i usually takes only good soldiers, and little social for recruiting. And yearly game i focus on melee battle, easy to capture, this game is easy to avoid gunfire. and then only build decent furnitured prison and brainwash them using that social.
PS. I got one big room where prisoners came first after battle, heal and initial feed going here, i also build additional small 1-2 persons prisons to avoid prison breaks, so once i got some more time i redistribute prisoners to their small rooms.

So at start of the game, roll some 2 fast kungfu or soldier and add one social, medicine. Then later you will find constructors, growers, miners, crafters

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