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Messages - humblebundle

#1
Help / Re: RimWorld core art source
November 27, 2016, 12:52:27 PM
Quote from: mazacik on November 17, 2016, 12:05:49 PM
Turns out it does work, at least for some textures. It worked for unifying humanlike pawn head graphics, but I was using a wrong path (should be \Humanlike\ instead of \Humanoid\). Unifying body types was a little trickier, since there's Thin, Fat and Hulk bodytypes that look the same for Males and Females - I just made a .dll mod for that.
You can find the texture/sound path's in:
globalgamemanagers.
Examples:


textures/things/pawn/humanlike/apparel/cowboyhat/cowboyhat
textures/things/pawn/humanlike/heads/female/female_average_normal_back
textures/things/pawn/humanlike/heads/female/female_average_pointy_back
#2
General Discussion / Re: Nominate RimWorld on Steam!
November 26, 2016, 08:41:24 AM
Done, but i think it is not enough if we few guys do it.
#3
General Discussion / Re: Predicting the name of Alpha 16
November 23, 2016, 11:27:10 AM
"Buffalo Soldier"
- https://www.youtube.com/watch?v=rNYo6UFYCsM
or serious just
"RimWorld: The Caravan"
I really wonder if he will release it on 7th december, i don't remember where i heard it, but i kinda think it will be the dday, no idea why.
#4
Outdated / [A13] No Diseases Mod
April 10, 2016, 04:14:39 PM
No Diseases Modification

Description:
This modification removes the following diseases:
* GutWorms
* MuscleParasites
* FibrousMechanites
* SensoryMechanites
* Flu
* Plague
* Malaria
* SleepingSickness


'Wound Infection' or 'Carcinoma' and many more "natural" diseases are still in the game!
Also Stuff like bad back, concussion, cryptosleep sickness and many more are of course NOT touched!



Author
Me...

Download
http://www.mediafire.com/download/tjlh208zrs84llv/NoDiseasesMod.zip
https://www.dropbox.com/s/lv6r9t9bfyoezym/NoDiseasesMod.zip?dl=0


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder. [Example: C:\Games\RimWorld\Mods\NoDiseasesMod\Readme.txt]
- Activate the mod in the mod menu in the game and create a new seed
- To make the mod active, you have to start a new game, you can not load old saves (as far i know)


Bugs? Please tell me!

[attachment deleted by admin - too old]
#5
Bugs / [A13] Glitches and bugs[Medic,trader,fullbat]
April 07, 2016, 08:34:08 AM
Hello, im not sure if im in the right topic but i think so.

First, i found a bug, i am sure it is already in previous releases but i never did it :P
If your doc is starting an operation, like (remove the leg and) add a peg leg, you can just hit the "R"-key after 600 points for the skill and repeat, so your medic gets unlimited skill points, which i guess is not how it should be?

Second (bug/glitch?) are the new trader, the caravanes, i like them very much, but my plan before alpha 13, was to catch them and let them starv and it works in alpha 13.
So just create a wooden room before your colony, leave one entry and exit open, then if the trader are in, you can close both sides.
Im not sure if its a glitch or bug or just a gameplay feature.

Last but not least the battery's keep loaded while you dismount them, so you could save them in the storage, i have not tested it over time, but i want mention it.

If i find more bugs, i will write them down.
#6
Quote from: Panzer on April 06, 2016, 02:28:00 PM
Haha ^^ no one picked April 6th, thats kinda funny :D
Yep, nobody won the key's ^^
Well, to be honest FurryLovingGuy had won but he don't want the key's.
So, i keep them for the next Alpha 14 game :P

#7
General Discussion / Re: performance issues
April 06, 2016, 05:08:01 AM
I just want to say "50+ people?" wow, i will try that with alpha 13 too!
I don't like more then 10 people but i heard 13 is the limit and if you get more the Storyteller goes crazy.
#8
more then 150 chickens and zoomed out yes, but thats ok and still playable just a bit fps issue, because thats a lot to calculate.
#9
Off-Topic / Re: Count to 9000 before Tynan posts!
April 04, 2016, 05:21:59 PM
3165
#10
Quick update, some people trolled but i can say,
Not used days in april are:
17, 19, 25, 29 and 30 [edit FurryLovingGuy don't want the key, 6th of april is also free!]

Used days in may:
1,2,3,4,5,9,15
#11
Off-Topic / Re: Count to 9000 before Tynan posts!
April 02, 2016, 05:47:18 PM
Shouldn't we start all over? i mean he posted today and yesterday and on :P



3143
#12
General Discussion / Re: No new updates?
April 02, 2016, 05:04:04 PM
I think the only thing they are currently doing is fixing, balancing seems done, no idea, but it is my guess.

Quote from: mumblemumble on April 02, 2016, 02:54:15 PM
hell, there's been some glitches around since its creation which weren't noticed / fixed till alpha 12  as well, so I wouldn't be surprised if this continued.
For example? I would like to know, maybe some bugs are not easy to fix.
#13
General Discussion / Re: No new updates?
April 02, 2016, 11:47:35 AM
I hope the version is really fixed, better 4-7 more days, then a fix after a few days and start all over again
#14
Quote from: Klitri on March 31, 2016, 12:17:51 PM
Playing prisoner architect may increase the knowledge you'll get on this kind of system.

The best setup I've found is 9-5 workdays. Schedule joy after 5 and anything before 9, that way they can start early but have to stop and do joy after work. You can also add an "anything" after 5 for an hour to work as an "overtime" mechanic.
Hmm, i never have to edit the time, because everyone of my colonists got a BTL-Chip :P


Quote from: Coenmcj on March 24, 2016, 07:24:46 PM
#15
Translations / Re: Official: German | Deutsch
March 31, 2016, 10:34:52 AM
Hi, wollte mal fragen ob die Übersetzung für die alpha 13 fertig ist.
Beim Kochen überlappt sich manchmal der Text, so dass man nicht sehen kann wie viele Mahlzeiten hergestellt werden.
Auch ist mir aufgefallen, das bei den Tieren manchmal noch "fertilized" anstelle von "befruchtet" steht.
Ansonsten toll übersetzt!