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Messages - VincentJ

#1
Support / Re: Change game settings once it's started
April 24, 2019, 09:13:36 AM
No, Limdood, that's not what I meant, even if it's useful to know how the developper mod works. Canute was right, I need to change the scenario settings AFTER CREATING.

I found a steam conversation about that

It seems to work know. I just had to turn "nonplayer" in "playerstarter", in the safegame .rws edited with a texteditor, as you told me, Canute.
It was really easy to find inside the safegame. After the mods part, at the beginning.
Once again, you've been very helpful, thank you Canute.
#2
Support / Change game settings once it's started
April 23, 2019, 05:46:12 PM
Hello

I started a game with "all no-players characters nude", instead of "all players characters nude", it was a mistake : instead of having to find clothes to my pawns at the beginning, every one that enters the map is nude.
I think I can change it with the developper mod, I have been looking for it, but don't know exactly where it is.

Please, any suggestion ?
#3
Plenty of names, can't remember.
I often change the names of the tribe or the town, but the names of the save stay the same : dune or desert when it's a desert biome, toundra when it's a boreal forest, and jungle fun or jungle fever when it's in the jungle.

I remember I called a city "Borealia" when playing in a boreal forest biome, I tried to have a lot of people with the "mole" trait, and name them "dwarves-under-the-mountain". Several times I guess.

I realized one time the planet I was on was named Decimus Ur and I had to fish to survive, so my colony was something with Decimus and the name of the people was Decimus Crabs (I was getting a lot of crabs).

Now, I'm in the jungle, the faction is called "ligue des fringuants lémuriens", that could be translated by "smart lemurs' league", because I have a nimble woman and a fast godlike scientist, and I like lemurs.
The town is called Rasaldla, because the automatic name generated for the planet is Ras Aldlis.

I could get you other names, more than 2500 hours on this game according to Steam
#4
Quote from: Dubwise on July 05, 2018, 07:25:30 AM
I also just made my new mod Rimefeller for v1 public here https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735

Hello Dubwise

I'm very interested by your new mod rimefeller, but you only can use it if you have the v1 on your computer, no ?
I only have early access game on mine, I haven't read nothing concerning a release, like a declaration from the ludeon studios

How can I help you to test rimefeller ? A page for this mod should be created somewhere, don't you think ?
#5
General Discussion / How to improve soil tiles ?
July 13, 2018, 01:07:24 PM
Hello,

I don't know about you, but in my opinion, when I begin a map I always seek the best tiles to begin my crops.
Then, I always look for better tiles. I don't know if the vanilla game includes ways to make better soil, I saw a little "water pump" technology, maybe it transforms mud tiles into normal growable tiles.

There's a thing I like to do, find maps with a lot of mud, and with the mod "land fill" (or "land fill+"), transform muds into super rich soil. You build "super rich soil" with devilstrand and corn. It's very long but very profitable.

Another way to improve your soil, are "vegetable garden" mods, by Dismarezo.
You can let your potatoes rot, turn them into fertilizer, and build fertilized soil with it.
The result is just very ugly I find. Why just display rich soil tiles, not brown/yellow tiles ?
Plus, the research needed is very expansive.

Dubwise tried to add this option with his mod "dub's mad hygiene". There's an irrigation tech I never tried. And a new option to turn sewage into bio fertilizer. I don't understand yet well how it works. Before, you had a lot of sewage out your evacuation pipes, you had to clean.
Now there's nothing. I really don't know how do you create biofertilizer

Obviously, I could do hydroponic things, but I always begin with a beautiful little tribe that I can't imagine under neon tubes.

I read the 1.0 version was nearly out, but I don't think the creators of the game are really interested by these features of the game, players want more guns, more suits, more machines, more animals...

And you ? What do you do to improve your soil ? Have you tried these mods ? Maybe you use other mods I don't know.
#6
I had no sink, when I placed one near her bed she couldn't go.

After all, I right-clicked on the shower, my diarrheic baby had the most important shower in her life, shower that prevented another diarrhea.

She is safe now.


There is 12 people in my base, I think I have 8 toilets+showers and 3 sinks. No more diarrhea.
#7
Releases / Re: [B18] Psychology (2018-3-18)
June 26, 2018, 08:31:07 AM
Another question about mayoring...
Can the mayor can be considered as a "founder" and well respected by the community ?
I have no mayor office, but one of my settlers has a +1 mood "посетил учредитель", which means "founder visited". He is the mayor.
(I play in french and this is the only thing I've never seen in russian in this game)
#8
I have a child in my colony, she always gets ill, suffering from diarrhea. At the beginning it could have been caused by my old latrines, but now the latrines have been changed by modern toilets and she keeps falling sick.

When she falls on the floor, a message appears on the screen : "Croio has contracted diarrhea from dirty water or not washing her hands". I just know diarrhea is a new disease added by this mod.

I also misclicked somewhere and the newborn drank a bottle of beer. Now she's got a high tolerance to alcohol, I don't know if there's a link.

Someone knows if it's a bug or should I call a doctor ?


#9
General Discussion / Minimum science level for tech
June 06, 2018, 04:17:26 AM
Hello

I get a pawn with 1 in science skill but passionate. He can't do any researches. Is that normal ? Is there a way to involve his skill ?

(I use tribal essentials so for now I have just researching spots)
#10
Hello

One of my scientists has taken a big punch in the head. It seems the brain is running at 60%... assuming the game has just begun and artificial brains can't be crafted now, how can I keep a good research rate ?
I was thinking, maybe put him on drugs ? What drug can you advise ? "consciousness", should be the thing to improve, it's 60% only.
If he dies it doesn't really matter
#11
Off-Topic / Re: The Music thread
April 05, 2018, 05:24:36 PM
Quote from: Falloutlover on November 08, 2016, 10:56:17 PM
Look at the link in my signature. I BET YOU WON'T I DOUBLE DOG DARE YOU
IT WAS JUDA'S PRIEST !!! I've been hearing this song for years in a french radio show, but they just changed the music. It was the opening song. The presenter played it with maracas, a kazoo and a clicker.
Actually it was maybe more a cover. I don't know. I think the man that led this show is dead (if he's dead may he rest in peace in hell with his motorcycled angels and shout metal lyrics, and drink beer of course)

No, personnally, now, I'm listenning "Blue" by Joni Mitchell, I've got a big crush on this album, sometimes I come back to it. Most of the time, I'm sad to say I listen to folk music, you know, soporific things that everybody herd about.
So I can't really be integrated on forum internet music threads, when everybody listen to metal and post-rock (you know, post-rock music, the songs that last more than 10 minutes, without vocals, oh, I guess you know what I'm talking about)
#12
Translations / Re: Official: Francais
April 05, 2018, 05:07:22 PM
Quote from: Joedox on February 12, 2018, 02:26:29 PM

Sinon pour tes début prends un petit mod comme "[KV] Trading Spot - B18" qui ajoute un lieu pour la venu des visiteurs (afin qu'ils ne vont pas n'importe ou dans ta base, exemple les chambres ou tes colons dorment !).

Alors j'ai fini par installer ce mod, au début j'ai crû qu'il ne marchait pas, maintenant j'ai l'impression qu'il marche mieux, mais je suis pas complètement sûr. C'est-à-dire que les gens des caravanes ne s'arrêtent pas dans un endroit en particulier, alors forcément en bougeant un peu des fois ils et elles se retrouvent loin du point que tu leur as fixé.
Mais il a déjà été traduit je suppose, y a marqué "lieu d'échange" là sur ma partie. Ça devait être le seul truc à traduire à mon avis... ;)

De toute façon j'ai l'impression que la plupart des mods se traduisent au fur et à mesure, je sais pas trop comment... sûrement des envois de fichiers de joueurs traducteurs à moddeurs principaux qui les mettent en ligne.
Là j'ai installé un gros mod "psychology", qui est vraiment intéressant, y a marqué qu'il a été traduit par Erazil (j'ai cherché, pas sur le fofo) et je sais pas trop pourquoi des fois je me prends des phrases en franglais, par exemple, je cite "had a very lenghty back-and-forth about un désaccord entre eux with Barry". Le sujet de la phrase c'est une grand mère de 52 ans, et Barry c'est un cuistot de 22 ans. Bon il a pris un coup d'arc dans le cerveau qui a modifié sa perception du monde, du coup ça explique peut-être qu'il drague les grand-mères maintenant, m'enfin, ça n'explique pas tout.
Non.
Quelque chose m'échappe.

J'en parlerais bien sur le sujet du mod "psychology" mais on m'y a déjà envoyé bouler et je me suis promis de plus jamais y poster. Et c'est sûrement la traduction qui est bizarre (back-and-forth pas besoin d'un dessin pour comprendre ce que ça veut dire)
#13
General Discussion / Re: Mod Collections?
April 03, 2018, 09:26:40 AM
Hello

Here's my mod list

Rimworld core
hugs lib
--------------
giddy up core
giddy up caravan
--------------
I don't really use giddy up, I don't really see the interest, but it sounded cool, so...

--------------
VGP CORE
VGP xtra trees and flowers
VGP More Veggies
VGP Garden Resources
VGP Garden Medicine
VGP Garden Fabrics
VGP Garden Drinks
VGP Garden Gourmet
VGP Garden Tools
---------------
VGP is really a must have, but I don't like the compost system. Really ugly and unefficient

---------------
CUPRO'S DRINKS CORE
Cupro's driks - alcohol
---------------
I've installed this because I always had strange items from space cargo, and to use them I needed this

--------------
hospitality
--------------
A very good mod, even if during my last game the father of a pawn came in my colony, he was very old and told he was going to stay only a few days, he never left

--------------
medieval times
--------------
Very good mod, the problem is it adds intermediate clothing, like wraps, socks and gloves, you can have it only in the medieval era. A big issue is the value of the weapons and armor, way too expansive in comparison to modern guns.

-------------
expanded prothestics
-------------
Or EPOE, seems very funny, although I never tried it

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prison labor
-------------
Must have, but recruit prisonners seems harder since I have psychology installed

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pick up and haul
-------------
I remember the game was very annoying when this mod wasn't at my disposal

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land fill terrains plus
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There's a lot of things inside. I prefer making rich soils with corn and diablestrand

-------------
dub's bad hygiene
-------------
<3 <3 <3 Your pawns want to pee and to wash themselves, let you build a centralised heating system

-------------
expanded roofing
-------------
You can build transparent roof, to farm all the day

-------------
Additional Joy Objects
-------------
This mod is very useful for the art skill
You can now write your own story !

-------------
story teller hair [B18]
-------------
seemed cool, although I usually don't install esthetic mods. Sometimes there's pawns with iroquois hair, can't say more

-------------
Mod Furniture [B18]
-------------
useless furniture

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Children
-------------
Pawns can have babies now, but they go out from their mothers like poop, and walk so slowly... the only thing they can do then is mining

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Tribal essentials
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The beginning is way harder but funny. You can stay a lot of time in the neolithic era, such fun.

-------------
better infestations
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Very interesting but for confirmed players. You now must build walls around insects nests if you don't want them to eat all the creatures of the map. They are many and they are hungry so beware

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dire raids
-------------
This mod should allow the possibility of a special event, a huge army of raiders coming to take every inch of your camp. Fortunately, I've never met the event

-------------
kv trading spot
-------------
With this mod, caravans come at the exchange point, not inside your base.

------------
let's trade !
------------
This mod should add 4 new traders. It brought conflicts with other mods, so I think I have to reinstall the game. That's why I'm here, I'd like to take a new beginning in my mods, what do you think about my list ?


#14
Releases / Re: [B18] Psychology (2018-3-15)
March 15, 2018, 08:43:55 PM
Sorry, I wasn't expecting such an answer. If I summarize your remarks, I don't know what I'm talking about and the mod is well done, the developers don't even take the time to reply.
Ok.
It doesn't really matter, actually. If I can't stand "insomniac" trait, I reroll every beginning character till I get one without the trait, and if there's other things I can't bear in this mod... I uninstall it.
I understand you have other issues more important now I've read feedback posts on your steam page, good luck
#15
Releases / Re: [B18] Psychology (2018-3-15)
March 15, 2018, 09:15:04 AM
Hello

I just installed your mod two days ago, and it seems very interesting.
But I had to stop a game because of an insomniac pawn : he was spending his nights and his days sleeping, and his sleep level (or rest level, I don't know how it is in the original version) was recovering very very slowly, like 0,1% every second.
Of course, it was tribal, at the beginning of the game, no bed.

I searched on the net if it had already happen to other people. On reddit, there is cases like this one.
But here on this topic, there is none : the only references about insomnia were yours, Linq.

Page 8 of the thread :
Quote from: Linq-Insomniacs will actually go to sleep when they get tired again.
It means... at the beginning of the mod, insomniacs had just a mid sleep level when they woke up ? They were always tired, so, whith a big mood penalty ? But how do you avoid the crisis ?

Page 19 of the thread :
Quote from: Linq-You can now treat Insomnia.
How does it run ? You take a pill and you're cured ? The "insomniac" trait disappears from the character's skills and abilities ?

When I chose this insomniac character (because I reroll each character till I find an interesting one), I was wondering how do you simulate insomnia.
According to me, an insomniac pawn should go to sleep after the other ones, because (s)he gets issues to fall asleep.
The recovery rate should be normal, I don't know how much it is, in % by second.
Maybe a little bit smaller if you want, but if it's so, it's not insomnia, it's just a non-recovering sleep. People can sleep 12 hours and feel tired, the issue comes from their sleep, not their insomnia.
Insomnia means that you can't sleep.

So after a little cycle, 2 or 3 hours sleeping, normal recovering, the insomniac pawn should have a high waking up risk, or nightmare risk, and stay awaked. That would explain (s)he is tired during the day. And at the end of the day, he could go to sleep before the others, but wake up during the night, even if the sleep level is not full.


I've seen other things like "anxiety", which is an illness, and can be treated by medicine. I don't know which type of medicine could be used in Rimworld to treat anxiety, but I think with a high medicine and sociabiliy skill, speaking to an anxious pawn could "cure" him.
Be anxious or insomniac is not a disease, it's just how your nervous system works. The only thing you can do is try to understand how it works.