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Messages - Flemmi

#1
even though this is old, the alpha 7 update gives me hope that this could be done by a modder.
#2
I like the idea of a deeper techtree. but i think you overshot a little, all these new recourses need that can only be gains through very spezial and expensive needs, makes it realy hard to progress at all.

I am in a game at a point where I don't see a reason to research anything because i can't get the nessecery resources to build what i research.

The food changes however are good. The Recourses for that i was able to get.

And the new Random events are realy interesting and can really make me think what i want to do.
#3
I found a Solution, for me.

It seems that the VPN thing seems right, i had an old connection profile (see in the picture) that was made by hamatchi but not removed when i deinstalled hamatchi. I removed it. (then cleand my regestry and temp files just to be save) and the bug was gone.

to remove such a connection you need to deaktivate it first. maybe deactivating is enough to solve the bug, I don't know but it could be.


[attachment deleted by admin: too old]
#4
Ideas / Re: Frankenstein and his Monster Colony
August 18, 2014, 03:11:19 PM
posted it in the mod area
#5
Quote from: Aru on August 18, 2014, 03:00:19 PM
I maybe found a solution. Somwhere deep in the Forum Tynan asked somebody to uninstall any VPN services, so i uninstalled Tungle and Hamachi.

I almost got a Heart attack as Hamachi was uninstalled and seconds after that Rimworld suddenly started ( I was waiting for 30 minutes to this point)

I had followed this advice too. but i had no luck with it.

And that`s it. Game is running smoth and starts in seconds now since Hamachi is deleted.
#6
Mods / Re: [Request] Alien Species: Dionaea
August 18, 2014, 08:02:41 AM
I don't see a problem with a mod that breaks the lore.
#7
Hi I have a little crazy idea, that is essentially a new game mod.

I think it would be interesting to have a colony where you can build "new" colonist from dead bodys. You would only start with one guy. your Frankenstein guy. and he could disessamble bodys of travelers and enemys to build his own colonist monster.
i got this idea becasue the game already have bodyparts and stuff. and when a colonist dies in fight he still got some usefull body parts.

The recycling process could have a success chance based on a skill.

that is the basic idea. other thing that could be built in or left out depending on how it should look at the end are

1. Monster with varying stats, and even specialized production to increase one skill from the start on.
2. repairing the monster if they get damaged instead of healing.
3. losing when you Frankenstein dies, or at least not be able to create new Colonist
4. having enemies getting a fear effect if melee-attacked by a monster
5. build weapons into the monster for more specialisation
6. having a Cooler/Freezer to store body parts.
7. having a special food system. like an energy system that has to be recharged.
8. The electricity to review a Monster should come from lightning strikes or transistor/Teslacoil with a strong power generation behind them.


I hope you liked that idea or even think it is briliant. I would love to hear your responde in any case or improvments.

P.S. I posted this in the suggestion forum and there someone suggested to me to ask around in the mod forum, because it would be better as a mod.


greetings
#8
Ideas / Re: Frankenstein and his Monster Colony
August 17, 2014, 07:21:46 PM
well skivvy96, id you would do that in an regular game, it would ofcourse not work with your own colonist. but thats why i suggested that you start iwth only one colonist and he is creating them so he does not mind, seeing them.
#9
Ideas / Frankenstein and his Monster Colony
August 17, 2014, 06:16:22 PM
Hi I have a little crazy idea, that is essentially a new game mode.

I think it would be interesting to have a colony where you can build "new" colonist from dead bodys. You would only start with one guy. your Frankenstein guy. and he could disessamble bodys of travelers and enemys to build his own colonist monster.
i got this idea becasue the game already have bodyparts and stuff. and when a colonist dies in fight he still got some usefull body parts.

The recycling process could have a success chance based on a skill.

that is the basic idea. other thing that could be built in or left out depending on how it should look at the end are

1. Monster with varying stats, and even specialized production to increase one skill from the start on.
2. repairing the monster if they get damaged instead of healing.
3. losing when you Frankenstein dies, or at least not be able to create new Colonist
4. having enemies getting a fear effect if melee-attacked by a monster
5. build weapons into the monster for more specialisation
6. having a Cooler/Freezer to store body parts.
7. having a special food system. like an energy system that has to be recharged.
8. The electricity to review a Monster should come from lightning strikes or transistor with a strong power generation behind them.


I hope you liked that idea or even think it is briliant. I would love to hear your responde in any case or improvments.

greetings
#10
I added Project Armory and Medbed 1.4 as mods but they made the loading time to enter and leave the mod menu much longer.
#11
Bugs / Long loading time Alpha 6 (532) [SOLVED]
August 14, 2014, 04:07:52 AM
Hello again, i know i post this bug often, but in every version it reapears for me.
This bug appears in every version i play but currently it is about version 532.

It is about the long loading time bug.
I made a little test and messured the time it takes for all the actions I could thing of that are effected.
Here is a list (done in the shown order)

Rimworld
Start - 27sec
Open Modmenu - 6sec; opening it again without restarting the game is instantaneously.
close Modmenu - 25.7sec tested twice
change language - 25.7sec tested twice

Rimworld with 1 mod (blasting charges Mod for test)
Addmod - making a tick next to a mod is instantaneously
closemodmenu - 25.7sec
(re)start - 27sec
Open Modmenu 6sec
remove mod - removing the tick is instantaneously
close Modmenu - 25.7sec


I also made another deep profile log and attached it to the post.
I created the file by activating deep profile log. Than i exit the game, start it, open modmenu, close modmenu, changed laguages to english and cloes the game.


[attachment deleted by admin: too old]
#12
Support / Re: Still long loading time issue
July 20, 2014, 04:43:36 AM
Quote from: ItchyFlea on July 19, 2014, 09:20:06 PM
Do you happen to have Hamachi installed? If you do, disable it and try starting the game to see if the long loading issue is still present.

If that doesn't make a difference, next time you start the game, can you go into Options and put a check next to "Log deep profile data" and then restart the game. Once you've done that, can you post the output_log.txt file that can be found in the \RimWorld496Win_Data folder.
That may provide additional clues as to the exact cause so Tynan can fix this bug.

I almost did exactly that with the first output_log file I have not Hamatichi or other vpn software on my system.  the first output_log file in the original post was with opening and closing the mod menu. and now it is just the opening of the game.

[attachment deleted by admin: too old]
#13
Support / Re: Still long loading time issue
July 19, 2014, 02:11:34 PM
no. this also happens to the 496 build I downloaded today.
#14
Support / Still long loading time issue
July 19, 2014, 01:25:52 PM
Hello guys and hello Tynan,
again

I still have the loading issue I had encountered from the very beginning (Alpha 3).
http://ludeon.com/forums/index.php?topic=3386.0
http://ludeon.com/forums/index.php?topic=3772.0

and I still have the loading time one minute and 6 or 7 seconds.

maybe it is a problem on my computer but I have no idea what it is or could be.

Is there anything else that could be tried or done to improve this issue?

I also made a new log you suggested here
http://ludeon.com/forums/index.php?topic=3772.msg37299#msg37299
in case you need it.

[attachment deleted by admin: too old]
#15
I have an USB external hard drive and I am connected via lan cable. no wireless hard or software on this mashine. I am in an intranet with the other computers in the lan. at the moment it is exactly one other mashine online in the network.