Yeah. To be honest, I also don't like limiting population, but it would solve the problem

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Show posts MenuQuote from: Alistaire on September 20, 2015, 04:22:40 AM
I personally don't care how many people play my mods or mods I worked on, it's not like it ultimately matters and there's really no use to
you as a mod creator to include your mod in Ultimate Overhaul - since nobody feels inclined to comment on the mod itself (but rather on the modpack as a whole) you don't get anything useful out of it.
Quote from: jackmacc on September 19, 2015, 02:27:58 AM
Hi I downloaded this pack the moment I saw EE using it. I love it so far but i've run into a problem that makes it impossible for me to go much further. I have not been able to find a way to fix it either.
My colonists go about their lives working and researching and then just....stop. One by one they all just stop moving. Time passes, the restrictions ive set for them go by but they just keep standing there. Doing nothing.
I have no idea why they are doing this and I cannot find any fix for it. Please help. I've had fun with the short time I've used this mod pack so far.
I have attached a screenshot of the colonists frozen in place. Occasionally one might run over eat something and then continue standing. But mostly they stand there till they fall over from exhaustion then stand back up to continue staring at the wall.
Quote from: skyarkhangel on September 18, 2015, 01:01:30 PMQuote from: zenfur on September 18, 2015, 09:37:20 AM
Also I'd be thankful if someone could translate changelogs
I specifically overworked this 2 weeks... Done so much.. I don't hype .. if I say that i worked for 12-14 hours every day for this 2 weeks... there are no forces for translation, may be later.
the game has become more friendly to the player. It was the main focus for 2.2.
<ThingDef ParentName="BaseBullet">
<defName>Projectile_MilkorMGL</defName>
<label>MGL grenade</label>
<projectile>
<speed>50</speed>
<flyOverhead>false</flyOverhead>
<damageDef>Bomb</damageDef>
<damageAmountBase>40</damageAmountBase>
<explosionRadius>1.4</explosionRadius>
<!--<explosionDelay>90</explosionDelay>-->
</projectile>
</ThingDef>
<ThingDef ParentName="BaseHumanGun">
<defName>Gun_MilkorMGL</defName>
<statBases>
<MarketValue>1900</MarketValue>
<AccuracyTouch>0.90</AccuracyTouch>
<AccuracyShort>0.60</AccuracyShort>
<AccuracyMedium>0.30</AccuracyMedium>
<AccuracyLong>0.20</AccuracyLong>
<RangedWeapon_Cooldown>2.5</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Projectile_MilkorMGL</projectileDef>
<ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer>
<warmupTicks>280</warmupTicks>
<noiseRadius>4</noiseRadius>
<forcedMissRadius>1.5</forcedMissRadius>
<range>40</range>
<minRange>5</minRange>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<soundCast>RF_ShotMilkorMGL</soundCast>
<muzzleFlashScale>14</muzzleFlashScale>
<burstShotcount>3</burstShotcount>
<ticksBetweenBurstShots>20</ticksBetweenBurstShots>
</li>
</verbs>
Quote from: JaQ on September 18, 2015, 09:05:22 AM
I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?
Quote from: archsavior on September 13, 2015, 08:48:54 AM
recently i got a very irritating bug. since the A12 update of this modpack my colonists started to become invisible. they are there, they are clickable from the interface and they are doing their jobs and all, but i don't see them. not even their names. the only time they become visible is when they sleep but even then, their names arent. is anyone else getting this bug? any solutions? i tried to make an unmodded colony just to check if it's maybe a game bug instead of mod bug, but with unmodded colony everything works as intended. can provide screenshots if needed, but you wont see much
EDIT: forgot to mention that they dont start as invisible, after some time their models just dissapear. also, not all colonists become invisible. 2/3 most of the time.
Quote from: Temeez on September 11, 2015, 07:33:17 AMQuote from: blub01 on September 11, 2015, 07:08:44 AM
you have to have the material you want to make it from in your stockpile, it's a rimworld thing.
No. I can't even open the list of all materials. This happens no matter which mouse button I press (picture below).
Quote from: notfood on September 09, 2015, 06:17:46 PM
I noticed you can't no longer heal scars with biomatter, bug?
Quote from: Sinza on September 09, 2015, 04:48:13 PM
Hello altogether,
probably a dumb question but i have absolutely not been able to find an answer to this:
What are the requirements to build integrated cirsuits?