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Messages - Jimyoda

#1
General Discussion / Re: Questions from a newbie
January 12, 2021, 03:59:22 PM
Try reading the user-created gameplay guides on the official wiki.
https://rimworldwiki.com/wiki/Guides
Read the Progression guides and then whatever else you're having trouble with... Combat, Construction, Food Production.

Be aware that even if you lose all of your colonists, you may to choose to keep playing and after a short time someone will join your colony. Any structures that your first colonists built will be a head start for the new colonists. RimWorld is meant to be a story, and any playthrough could actually be about a group of settlers that encountered a previous colony that didn't make it.
#2
Help / Re: RimWorld core art source
August 05, 2019, 03:51:48 PM
Quote from: Pangaea on August 02, 2019, 09:18:13 AM
Quote from: Kirby23590 on August 02, 2019, 05:09:57 AM
The Animals are mostly uncolored in the Images, but they appeared colored in game.

Where the Grizzly Gears have their fur brown in-game. And the Polar bear reuses the Bear images except slightly modified color graphics in-game.

Here are the codes for the Grizzly and the Polar Bear.
Quote
<color>(112,82,65)</color> --- Grizzly

<color>(180,180,180)</color> --- Polar
I'm assuming that the numbers like that are R,G,B... But the problem is that getting the image the correct color outside of the game for the image and sprite with Photoshop or GIMP.

After writing that post I noticed the colour tags in the files. But as you say, the problem is then to colour the images the right way, and this must be done automatically as I'm not about to do that manually for hundreds upon hundreds of files. But I can't see a way to actually achieve it. Have looked at CSS tricks such as filters, gradient and overlays, but I haven't found anything online yet that would pull it off.

So probably best to just ignore it and use the plain white-ish images.

I've converted and uploaded several of the uncolored images to a colorized version. Used Paint.NET. The trick is setting the opacity slider when coloring it in. Then adjusting tolerance for the color filling and tweaking the color to best match the in-game graphic. It's fairly simple to do, but can take a bit of time to get it just right, but the results are worth it.
#3
Quote from: Yoshida Keiji on June 18, 2018, 08:55:58 AM
So far in all my games between A16 and B18, I used to schedule the last hour before sleep for Recreation so that pawns who travel far for any purpose be it mining, foraging, wood cutting etc, would return "home" and "time" better their sleep. But since version 1.0 UN, I will have to figure another way around...because pawns are wandering off to map borders...which is both stupid and dangerous. Any raid will instantly catch my colonists. Please revert this behavior to older versions. Make it so that colonists avoid getting at least 25~50 tiles away from the map border or the white line that prohibits any further construction. This behavior is mindless and unwise.
That could worthy of a bug report, though you haven't made the details clear. Maybe the pawn(s) 'wandered' off in a 'wandering' mental break. Or maybe an actual bug made them ignore their allowed area. I'm just guessing. Perhaps just upload a save file so we can see what's happening.
#4
Bugs / Re: Comms Console Issue
May 24, 2018, 05:20:06 PM
Quote from: JTJWarrior on May 24, 2018, 11:41:04 AM
I disabled all mods and tried it. Still didn't work.
Now with mods disabled, start up a new game and check again.
#5
Ideas / Re: Better Information Pane Window
February 21, 2018, 12:52:34 PM
That's certainly a way to convey better information to the player at a glance without taking up any more screen real estate. This is the kind of polish that is hopefully bestowed on the game now that 1.0 is nearing.
#6
Bugs / Re: unable to craft a jade mace
February 06, 2018, 04:49:13 PM
Actually small volume materials are 10x (changed in alpha 17). But still, as Canute said, maces can't be made from stone, such as jade. Gold doesn't provide great weapon stats anyway - instead use steel or plasteel.
#7
Actually, the game was written with the awareness that pila is the plural of pilum. Here's the in-game description: "Pila are spears for throwing. They take a long time to throw, and move slowly, but one hit can do heavy damage. The singular of pila is pilum."

The description conveys that it's a bundle of pila, not a single pilum.
#8
Even the improvised turret looks happy!
#9
Actually when chemfuel was first added it actually didn't explode at all. It was reported as a bug and fixed.
See https://ludeon.com/forums/index.php?topic=31145.0
#10
It might as well be called 'hoop and stones'. The hoop (or ring) has nothing to do with a stone or being made of stone, so (yes, it's a made up word as Hans said) it's rather a misnomer. In-game it can be made of wood, metal, or stone, and regardless, the stones are separate. So it should be easier to translate 'hoop and stones' into French. Hope that helps.

Edit: Forgot to mention that I added the wiki page for it. We just don't have pictures quite yet.
#11
General Discussion / Re: Wiki suggestion
November 28, 2017, 05:35:44 PM
(As a maintenance note... this thread should be General. The Suggestions board is game suggestions. Now back to the thread at hand...)

The wiki admin is Zesty. Contact him here: http://rimworldwiki.com/wiki/User_talk:Zesty
Alternatively send a PM on this forum to ZestyLemons.
#12
General Discussion / Re: [B18] Bug/Typo?
November 28, 2017, 04:02:18 PM
Quote from: Canute on November 28, 2017, 09:17:16 AM
And why you didn't named it "Shortspear" ?
Because i bet when you translate "Iklwa" into engl. you would get shortspear .
The word Ikwa that just screams tribal versus the obvious but bland word shortspear. Ikwa of course, no contest.
#13
Perhaps the message says you hear some gunfire and see the refugee chased a distance away. No need for a radio, they're not on your map but close enough that you can shout for them to head your way. Otherwise you ignore them and let them pass on by.
#14
Bugs / Re: [A18] Tool cabinets don't impede movement
November 17, 2017, 11:22:14 PM
Yep, someone forgot to specify a path cost for it. Whoops.
#15
Bugs / Re: [A18] Pawns invisible on start in cave biome.
November 16, 2017, 04:50:46 PM
I've had this happen once. I was told it can happen when you have the devtool enabled, which I always do, but now I'm not so sure because I don't see the devtool bar in your screenshot.
When I saw the issue, I created a savepoint. But upon reloading it, everything was fine. So if you really like your setup and want a work-around, simply save and reload.