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Messages - Colonist51

#1
Mods / Re: [Mod Request] Raid Warning Disabler
December 25, 2017, 06:04:27 PM
Thanks a lot Jaxxa! And even more so for the fact that you made it much more customizable than I could have wished for. My game is now complete.
#2
Mods / Re: [Mod Request] Raid Warning Disabler
December 16, 2017, 03:52:02 PM
Thanks Jaxxa! Really looking forward to the release.
#3
Quote from: TheMeInTeam on December 11, 2017, 03:06:46 PM
Constantly panning the map to manually search or spamming a tab is bad enough with predators. That doesn't add much to the game aside from mundane micromanagement.

Wrong. That adds the element of surprise, which immerses you in the game if you enjoy playing a challenging and unpredictable game. And as a result forces you to think of new better ways to defend your colony from the said unpredictable threats, such as building a wall and turrets early on and taking additional measures like restricting the access of your colonists to the "unprotected" zones. This would also make a use of those colonists that aren't good at anything other than the combat skills, you'd use them as scouts/guards instead that would replace the warning system but in a much more realistic and fun way than it is currently implemented. Imagine this for a moment: you could build a small "guard post" on the outskirts of your colony, with a bed for the scout/guard and some basic supplies so he can live there on his own. As soon as he starts shooting at something you'd hear the noise of shooting and go check on that guard post to see what's going on, if it's a small threat like a rabid animal then the guard would probably be capable to deal with it on his own, but if it's a raiding party then well, he'd better retreat quickly back to the base and meanwhile you'd prepare your other colonists for a fight. To me personally, this sounds a lot more fun and realistic than just getting a warning 10 mins before I actually get raided as if I magically have an AWACS flying over the colony and detecting all those threats...

Quote from: TheMeInTeam on December 11, 2017, 03:06:46 PM
"Counterplay" that requires this kind of constant busywork is a net detriment to the game.

Again, you're looking at it from a very one-sided point of view. Obviously, if you're more into playing with Phoebe Chillax and peacefully breeding muffalos on the lowest difficulty such a feature would indeed be a "net detriment" to your game. Which is exactly why it would have to be an optional feature, like someone two posts above said. This wouldn't require you to play with this feature, but at the same time give us, the players who enjoy realism and challenge, a good way to make our game even more fun than it already is. Sounds like a win-win to me.
#4
Mods / [Mod Request] Raid Warning Disabler
December 10, 2017, 01:09:59 PM
Basically it would be really awesome if someone could make a mod that disables warnings/alerts/notifications of raids and sieges, optimally also infestations, manhunter packs and psychic waves. Such a feature is a must-have for a more challenging and tactical gameplay, and in combination with RealFoW and Realistic Darkness that would create the ultimate immersion experience. It's a very simple feature but it would make a big difference...

In fact, there is already a similar mod but it has been abandoned since A16.
#5
Just bumping an old topic because I believe such option is essential for a tactical and survival-oriented game like Rimworld.
#6
Outdated / Re: [A16] Without Warning
December 10, 2017, 12:36:29 PM
I see that OP hasn't logged on in a while.. could someone please take over and update this mod? It's a very simple yet an essential feature for those of us who seek immersion and realism.
#7
Outdated / Re: [A16] Without Warning
March 31, 2017, 02:11:40 PM
Good idea, thanks! :)
#8
Outdated / Re: [A16] Without Warning
March 31, 2017, 01:58:45 PM
Holy shit, this is something I have been waiting for since I started playing this game. Thanks, gonna try it out. Is it save compatible?
#9
Very cool mod, using it in my current game. However there is a problem, I'm already two years in and still not getting any bandit raids with this mod installed. I have got a couple of "raids" by strange beasts, but not bandits. No sieges either. I'm not sure if this mod is the culprit, but since this is the only incident mod I'm using then I guess it is. It also should be noted that I'm using the Randy Random storyteller, although I never before had two years with no raids/sieges even with Randy.
#10
Outdated / Re: [A16] Psychology (2017-1-10)
January 11, 2017, 03:05:48 AM
So I've been using this mod for a while, even though it did spice up my game I decided it's just not worth it. I've reached the point when my colonists would fight each other few times a day due to "cliques" alone, which as a result triggered a chain reaction leading to more fights because of all kinds of grudges against each other. So my colony basically became a melting pot of resentful egomaniacs, until a bunch of rabid boomrats attacked and burned the whole place down because my angry colonists were too busy fighting each other to be able to defend the colony.

Once again, kudos for the work you've done on this mod. But this is just not my cup of tea.
#11
Bugs / Can't drop picked-up apparel
January 05, 2017, 01:34:22 AM
What the title says. Any apparel that my colonists "pick up" can't be dropped, making it permanently stuck in the inventory. Anyone else having this issue? Any idea what might be causing that or perhaps a workaround that doesn't involve killing my colonists?
#12
Ideas / Re: Guards and Unknown Threats
May 15, 2016, 02:10:15 PM
Quote from: keylocke on May 03, 2016, 04:05:07 PMa "scout" is just someone you can send to investigate an event that occurred hidden in FOW if the notifications "intrigued" you. ie : if you think it warrants your attention. you are in no way required to send scouts all the time.

a "patrol" are just idle people you have around that you can automatically set to walk around in groups automatically attacking mad animals and predators that are within your patrol route. they're like a temporary group of mobile meat-turrets.

so, "wasting time" isn't exactly what they're doing. most of your assumptions are based on your faulty interpretations of what each tasks are supposed to do.

Spot on. Perhaps the biggest single practical benefit of having guard work is to make the colonists who suck at everything except shooting/melee actually useful. I'm pretty sure the vast majority of us have ran into situations that we just couldn't find those combat-experienced colonists something to do. Hell, if you're unlucky enough you can get a colonist with the "psychopath" trait who can't do any type of work except hunting.

With the guard duty mechanism in place, those otherwise useless colonists would be able to protect the colony from threats and provide a passive mood boost to all colonists. This is not even to mention all the benefits of having guards/scouts in a game with toggled Unknown Threats and/or FOW options.

IMO, there's nothing to lose here, not even for hardcore Rimworld conservatives like Kegereneku (disabled warnings and FOW would be togglable). Only to gain.
#13
Quote from: iWilliBlecha on May 05, 2016, 05:02:18 AM
Yeah, I tried everything and so far I dont get any buttons to reload or anything. CCL is right after core and CR right after that. I dont know why but yeah, it just wont work for me.

Try the following steps, it worked for me:

1. Disable all mods
2. Reload the game.
3. Enable CCL and CR.
4. Reload the game.
5. Create a new world, start a colony, check if you can reload the guns. If yes, follow the next step. If not, reinstall your game and do steps 3-5, this should certainly work.
6. Enable your other mods one at a time and reload the game after enabling each mod.
7. Create a new world, start a colony, check if you can reload the guns. If yes, follow the next step. If not, well, I guess there's an incompatibility between CR and one of the mods. In which case, you would have to find out which mod is causing that.
8. ????????
9. Profit!

If this works, I think you would have to start a new colony all over again though.
#14
I found the problem, for me it was the new inventory system of Combat Realism. Apparently it happens when a colonist's bulk is at its maximum (i.e. 20 out of 20). For some reason colonists must have a simple meal in their inventory, and when they don't have one, they'll continue to pick it up even if they don't have anymore space in the inventory. As a result they drop it, and then try to pick it up again. This leads to a loop.
#15
I think I found the culprit, it's the new inventory system of Combat Realism. It happens when a colonist's bulk is at its maximum (i.e. 20 out of 20). For some reason colonists must have a simple meal in their inventory, and when they don't have one, they'll continue to pick it up even if they don't have anymore space in the inventory. As a result they drop it, and then try to pick it up again. This leads to a loop.

Quote from: lance789 on May 03, 2016, 12:25:55 AM
Quote from: lance789 on May 03, 2016, 12:23:47 AM
for me there were 2 mods that gave me this issue when i had this problem, and i no longer have it now that they were removed:

1) Haul Priority
2) [T] ExtendedCrops (i have two of these and i removed one)

After removing these two mods, my colonist are fixed and do things again.
Also how are people running Pawn State Icons, i cant get it to work properly at all?

just quotoing my post from: https://ludeon.com/forums/index.php?topic=19757.0

EDIT
I am running [T] ExtendedCrops, just make sure you are only running one instance of it.

I was and am running only one instance of it, so that wasn't the problem for me. Thanks for the tip though, glad you fixed it.