Ludeon Forums

Ludeon Forums

  • April 01, 2020, 04:16:34 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Delekhan

Pages: [1] 2 3 ... 5
1
Outdated / Re: [A12d][ModPack] The ModVarietyPack
« on: August 17, 2016, 12:44:20 PM »
I really, really miss this modpack. It's the tightest, cleanest, most fun modpack released, better than UOM. Hope that once Rimworld is in release, Simon finds it in him to share a final version with everyone. I understand why he'd take a break from updating while Rimworld alphas are still being released every couple months.

2
Help / Steam Workshop Mods Not Installing
« on: August 14, 2016, 12:46:35 PM »
Hello, I subscribed to 16 Steam Workshop mods. I opened the game in Steam, Clicked on the Mods button on the main menu, and the only mod that shows up is Core. All of the others are stuck in "Downloading..." forever.

Does anyone have a solution to this?

3
Outdated / Re: [A13] Mod MEGA PACK - reloaded
« on: July 04, 2016, 02:55:55 PM »
Is it safe to use this modpack with Haul Priority Designator and Crash Landing?

4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
« on: June 26, 2016, 02:10:40 PM »
This has been by far the best modpack ever made for Rimworld. Even better than Nine's Ultimate Overhaul Modpack. It works beautifully and is loads of fun.

I'd really love to see it updated for A14 when that comes out. Any chance of that Simon?

Also is it true that this works bug-free for A13? Can anyone else confirm that with a game from start to finish?

5
Outdated / Re: [A12d] Sound changes to the MVP
« on: March 27, 2016, 09:11:22 PM »
These are pretty awesome! I'd love to see more sounds replaced with realistic and immersive ones like these.

6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
« on: March 17, 2016, 03:37:48 AM »
Starting with a robot probably wouldn't work, since there's no power for a while. The robot would run out of power and self-destruct, even if you rush Power I. Remember you also need Crafting I to be able to build steel bars so that you can build a steam generator or wind turbine.

7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
« on: March 14, 2016, 07:41:13 PM »
Is this modpack going to be updated anymore? For example, with the latest version of Hospitality which is a big improvement.

8
I am repeatedly getting worlds generated without oil deposits or without mineral deposits. This makes the game unplayable.

There are too many bugs and problems with this modpack. I will return and try again in 3 or 4 months once things have been fixed.

9
Okay, I guess with enough mining we can find sufficient coal to make something work.

However the bug where we can't make any growing zones on desert and arid shrubland biomes is a serious problem.

10
I cannot create any growing zones. I am playing on the Arid Shrubland biome.

Speaking of the Arid Shrubland biome, how are we supposed to smelt any steel, copper, ANYTHING without trees? Charcoal requires a LOT of wood. If we cannot make charcoal and there isn't much coal (there usually isn't) then we can't make metal.

11
The random raid stories in general make no sense and add nothing to the game, they just confuse the player.

12
Regarding the sand floor providing unlimited resources: Do you realize how ridiculous this sounds? If that is intended by design, then ok. But it seems really strange.

13
I have the hoarding meat problem.

Also I have a problem with the reloading system. I have a target set for my colonist (I like to manually hunt animals, the AI for hunting with guns is stupid), but every time my colonist reloads he/she just stands there doing nothing. The target gets broken and the drafted colonist does nothing.

This makes combat and manual hunting extremely tedious. Can we make it so that reloading does not break the colonist's target?

Also I am using the version from yesterday, 2.5 Github. I have played for 5 game months, and not a single trader.

Also, Where is the comms console? I can't find the Communications research project.

Finally, and this is important, Electronic Components are very broken. They cost far too much, and basic things like batteries and air conditioners need several of them. The glass frames and sterling silver required make them very expensive. The 15 glass frames require 30 glass batches, which in turn requires 75 sand. So 75 sand per electronic component, plus silver, plus many other things. It is insane. At least increase the number of electronic components each production batch makes.

14
In the latest version, when a predator butchers deer no meat is created, and they don't get any food from it. It causes a single furx to kill a whole herd of deer, and still leave the furx starving.

15
The whole tableware thing seems a tad ridiculous in my opinion. Adds pointless busy work and clutter, not fun at all.

Pages: [1] 2 3 ... 5