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Messages - Shipwrecked_and_Comatosed

#1
Quote from: Jdalt40 on July 29, 2018, 05:38:08 AM
No no! There's a B18 version in the description, I'm just currently the one porting it over to 1.0.
You can subscribe to the original B18 here: https://steamcommunity.com/sharedfiles/filedetails/?id=973091113

Yes that's the one I'm using currently, but it hasn't been updated in a few months and doesn't seem to be working for me any more. Does it work normally for others? Perhaps another mod is interfering with it if that's the case.
#2
Ahh I see, thank you! It didn't occur to me that there was an unstable version of the game. I'll just deal with not being able to use CCC for the time being then.
#3
Hey guys, I just stumbled over this thread after getting back into Rimworld following a lengthy hiatus. I updated my mods the other day and began a new colony and am finally at the point of reconfiguring the heating and cooling systems with the good old central climate control. Anyways I have inferred that the Steam version is no longer being updated, which hopefully explains why my pipes are acting a little hinky. Should I unsubscribe from the Steam workshop version and then download one of the ones you guys have posted?

Thanks for updating this wicked mod!

Edit: So this is weird, I've tried a couple of times now but every time I download one of your versions, the game disables every other one of my mods. CCC shows up as red, for version 1.0.1964. Maybe I'm just installing it wrong? There don't seem to actually be any installation instructions anywhere as far as I can tell. Do I use the game's native Mod folder? Thanks for any advice :)
#4
Ideas / Re: Your Cheapest Ideas
September 15, 2015, 10:29:28 AM
Quote from: A Friend on September 12, 2015, 10:22:30 AM


Ability to overwrite "X is reserved by Bob that's pretty much on the other side of the planet" in favor of someone closer.

Yeah, for sure! Order stacking/queuing could be too, too. You could assign several piles of harvested crops to a person to make sure they actually do them, without having to repeatedly wait for them to haul it and then order them to do the next for every single one.
#5
Quote from: akiceabear on September 12, 2015, 10:18:13 PM
Quote from: TheSilencedScream on September 12, 2015, 08:09:43 PM
Many on the forums have exposed themselves as pirates - either outright or accidentally. It's also, technically, considered piracy if your friend allowed you to use one of their downloads.

Adding that, I'd imagine the count to be a little lower.

Tynan used to advertise total sales on the game website - it definitely exceeded 75,000 and may even have been 90,000 before he took the counter down.

Wow, now that's some spreading-around money :)
#6
Ideas / Re: Your Cheapest Ideas
September 10, 2015, 08:50:55 PM
Quote from: Jorlem on September 10, 2015, 12:36:23 AM
Quote from: Shipwrecked_and_Comatosed on September 09, 2015, 05:10:39 AM
I just wish there was more info provided about animals in general. I had two huskies, one that I started with and one that I bought, or acquired, I forget. I was so happy though as I love huskies, it was fitting to start with one. But I suddenly realised I hadn't seen them in ages and just kind of assumed they were out of sight and off doing their own thing, then I decided to check the animals page just to be sure and to my surprise they were gone. They must have died somehow somewhere along the line and just got cremated without my noticing. Goodness knows when that was. Needless to say I am rather sad at their loss, I really liked those guys. Poor White and Zooey.
From what I've seen, dead pets automatically get butchered and eaten.I'd like an option to disable that, or at least make it optional.  Maybe a check mark that is turned off by default for butchering named pets?  That way we could bury them or put them in a sarcophagus, at least.

The horror! All of the colonists simultaneously clutch their stomachs in revulsion
I had actually considered that might have been what had happened. I did receive a random collection of cargo pods containing husky meat earlier on which I most certainly didn't let go to waste.. so I probably just never noticed.

Quote from: Jorlem on September 10, 2015, 12:36:23 AM
Edit:
On a different note, some way to specify build orders.  For example, lets say I want to fill in a tunnel made by a sapper.  I need to place each wall tile separately, then wait for it to be built before I can place the next one.  Otherwise, they'll build in such a way that the tunnel doesn't get filled in, with inaccessible blueprints deeper in.  (On a related note, a check when building walls to make sure they'll be able to path back to their beds afterwards would be nice.  I've had colonists end up walling themselves in while doing things like fixing sapper damage and walling off spent mines.)

Yes, this. I've had to deal with people walling themselves in so much!
#7
Man I would hate it if colonists couldn't haul what they build and hunt, I have enough annoyance trying to find one of my colonists to haul that box of medicine to the Medicine storage, as several of them are incapable and I can never remember which, so I end up clicking on the people nearby and attempting to order each of them over and over until one will do it.
#8
Ideas / Re: Your Cheapest Ideas
September 09, 2015, 05:10:39 AM
I just wish there was more info provided about animals in general. I had two huskies, one that I started with and one that I bought, or acquired, I forget. I was so happy though as I love huskies, it was fitting to start with one. But I suddenly realised I hadn't seen them in ages and just kind of assumed they were out of sight and off doing their own thing, then I decided to check the animals page just to be sure and to my surprise they were gone. They must have died somehow somewhere along the line and just got cremated without my noticing. Goodness knows when that was. Needless to say I am rather sad at their loss, I really liked those guys. Poor White and Zooey.
#9
I'm sorry, what?
#10
Ideas / Re: Your Cheapest Ideas
September 06, 2015, 08:27:14 AM
Quote from: TheVoidDragon on September 06, 2015, 08:20:11 AM
Some sort of stun weapon to help capture things would be nice. Obviously there would need to be some sort of downside to it so it's not overpowered and can't be use to just take everything/everyone you see. Perhaps have it so it has a chance to incapacitate what it hits, but there's also a chance that it will just damage/destroy parts of them instead.

That way it might take several hits to get something down depending on what it is, but you're also risking not having them at full health it if does work.

It's annoying having to balance things, isn't it? I mean primitive tribes these days can even make tranquiliser darts that work almost instantaneously first time. Tiny darts that do essentially zero damage to the target. And this is far far into the future, it should be trivial to harvest chemicals from some critters or plants and make an equivalent and use it with the hunting rifle or something.
#11
I don't seem to be able to select more than four areas for setting restrictions for animals. I have made a couple of extra ones on the area management panel, but I just can't choose them for some reason. They won't appear on my list when trying to assign them. I have Unrestricted, Home, Livestock and Dog Area, and then Manage Areas. I needed more because a fallout event just occurred and I wanted to put my animals into safe-zones. I have all of them available for my colonists. Is this a bug or are animals for some reason limited to locations?
#12
Ideas / Re: Your Cheapest Ideas
September 06, 2015, 03:18:41 AM
Quote from: blub01 on September 06, 2015, 03:13:40 AM
Quote from: Shipwrecked_and_Comatosed on September 06, 2015, 02:02:03 AM
Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.

And yes I do like things to be a little gritty and dark sometimes :p

did you notice the thread is called "your CHEAPEST ideas"? your suggestion does require quite a lot of work, even if you leave out the special research required(on prisoners, etc.). There is just absolutely nothing like genesplicing in the game, so Tynan would have create an entirely new system for it.

Chillout bro. I just got excited and forgot for a moment that the thread was meant for cheap ideas only. Ah well, no harm done.
#13
Ideas / Re: Your Cheapest Ideas
September 06, 2015, 02:02:03 AM
Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.

And yes I do like things to be a little gritty and dark sometimes :p
#14
I'd be really curious how many copies of Rimworld have sold to date, and how much profit Ludeon has made from it :) I'm really not sure how many other players there are! The forums have 34,200 members and so I have to assume each one of those have likely bought the game, with probably a decent amount more who have just never bothered to register here. I can only imagine how much that would go up with a foray onto Steam, I bet that could easily double or triple, or more. Among my friends, Rimworld has achieved a very high place on a pedestal, and is considered a really, really cool game. Much like how FTL has achieved placement in the hall of nerd awesomeness.
The reason I say all this is that, with all the revenue that is surely going to pour in in the future, it might stand to reason that we could end up with a few additional content patches in the future, free of charge. I don't know how many people here play Terraria, but they have been rolling out free, huge refinement and content patches for a few years now, periodically, even though it's not making them any more money. But one thing it has done, is create enormous loyalty for the company. I genuinely love those guys, and I would eagerly support them with anything they choose to do in the future, and trust it to be a masterpiece. They love the fans, and it really shows!
That being said, I love Rimworld so much, I would certainly be up for splashing out $10 more for a decent content update, maybe one that contains something new and exciting, like procedural-generation for weapons and critters and other things.

On a slightly different note, one thing I would love, love to see, is Tynan's take on Spacebase DF-9, in a similar style to Rimworld, or maybe as some kind of extension. DF-9 would have been excellent with the right direction, it's very sad that it failed, as I love the concept.
#15
Ideas / Re: Your Cheapest Ideas
September 04, 2015, 02:25:10 AM
+1! Had this nearly happen a few times now, I have a rather large herd of things, and for a while had three poison ship parts somewhere on the map that have made grass and crops across most of the sector extremely sparse.