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Messages - Kirinya

#1
Make a copy of your game folder to avoid updates by steam, and start the game from the copied folder.

Yes, you can make changes in the xml files, they are read at startup of the game and changes will take effect. This includes the files in the Core folder.
#2
Quote from: Thirite on December 31, 2017, 01:16:19 PM
@Kirinya
See this post:
https://ludeon.com/forums/index.php?topic=28747.msg385135#msg385135

Great, thank you! I really love the possibility to have kids in Rimworld :)

Thanks to you too BB, just saw your message now
#3
If I want to reduce the time it takes babies to grow up, can I do that via XML-tweaking?

Best candidate seems to be Hediffs_Baby.xml/<minSeverity> - will reducing those values change the time to grow up?
#4
Has anyone tried whether the "children & pregnancy" mod works with hardcore SK?
#5
Has anyone been able to make compost in the A17 version?

Started a new colony a few days back with a fresh install and the rotted mush, which I think is supposed to break down to compost, does not.
Rotted meat decomposes to the mush though, and I have not yet found any other possibility to make compost.
#6
I am in favor of waiting a longer time, although it is not a strong opinion, because of the mod breaking problem.

I love Rimworld, and I think it gets even better with the incredible modding community, which provides a whole lot more replayability than Ludeon's small team could implement in the same time.
#7
Quote from: joeloverbeck on February 08, 2017, 07:36:11 AM
I installed an oil extractor after drilling into the deposit, and tried it for a while, getting around 200 of crude oil out before I turned it off. I had to set up the whole chemical industry. I got tangled with other stuff, as it often happens in this game, and by the time I was building the refinery, a message told that the oil deposit was depleted. As mentioned, I only used it for a while, but I assume that the internal code mistakenly took it as operating constantly. I'm guessing this is a mistake. Is there a way of making the deposit operable again manipulating the save file?

At least in A14 (I just started with A16 and am still far away from building the first oil extractor), the drilled fissure drains after a certain time, independent from how long the oil extractor was working or not, but you can always raze the oil extractor and re-drill the hole, then rebuild the oil extractor.

I guess you could see it as, after a while dirt starts to get in the pipes until they clog. In my opinion, it also is a nice balancing factor for the early mid-game when you normally do not have enough power to run the oil extractor all the time - so you will not get as much oil out of your resources as in the later game.
#8
Quote from: samsaq on October 02, 2016, 08:10:14 AM
I'll give that a shot as soon as I can get the game running, though I don't really know why that would be a problem with the game's logic, I mean wouldn't they drop to the highest priority or closest stockpile etc?

It should, sure. Sometimes though a pawn can get stuck in a delivery loop (running back and forth wildly or just standing around and not moving) and this can cause horrible lsg - had that problem 3 or 4 times.
#9
Regarding the lag, it might be a decision problem for hauling. Try forbidding all stockpiles that allow for the same goods and see if the lag stops.
#10
Hey everyone,

one of the few things that bug me in Rimworld is that it's a bit of a nuisance to handle different sets of mods, because of the way the mod settings, saves etc. are handled in the Appdata folder.

I was thinking it might be a great idea to bring Tynan to implement a change in this that would allow the player to have multiple mod sets at the same time, and switch between them in-game without having to manually copy files from here to there.

This might - depending on the current implementation - be feasible time-wise for Tynan and would make the replayability of Rimworld even better imo - What do you think?
#11
Quote from: Havan_IronOak on July 05, 2016, 09:21:13 AM
Fleas?

Since I started using this mod pack I've twice seen the incident that fleas were found in my colony.  There is no "Jump to" option as there often is with incidents.  I've looked and can't spot any actual fleas (I'm guessing that they're something like the mosquitoes)  Do they exist and are there any practical effects or is this just added flavor?

Flees and mosquitos always spawn in one of the bedrooms of your colony (can be prison rooms too).
They are physically in the room and are relevant because they can transfer diseases (Malaria) when being near a sleeping prisoner.
#12
Quote from: NephilimNexus on June 28, 2016, 04:24:29 PM
Yes, it's got a lot of stuff crammed in there without causing any massive game malfunctions, but beyond that there really is no real sense of underlying logic behind how any of it is supposed to fit together.  Meaning that coding errors were looked at but no one seems to be asking how or why things are supposed to fit together like they do.  Did anyone ever stop to ask "Do we need this? 

I completely disagree. Yes, the modpack has a number of inconsistencies, but overall has a very clear direction - it wants to make you experience a near-correct evolution of technology (same basic idea as the Ascencion pack has). Furthermore, it wants to be difficult and complicated, because the base game honestly lacks depth after a while, and most of the mods found on the board are nice, but make the game much too easy.

If you play a full game with this modpack, you can see that it leads from what is basically a stone age equivalent to a coal-powered civilization, to a fuel-powered civilization, and goes on to start using more ecology-friendly technologies like solar power (you can build it before fuel, but it is very expensive to build, which has a nice equivalent in real life).

The main inconsistencies are that some crafting recipes can be crafted at more than one station, and that you really do not have a clue as a beginner how the technology tree works smoothly - with this I mean that there is a certain way / order to researching within hardcore mod that works best and feels best, but which is not obvious. If you do not follow this path, things feel more non-fitting together.

I'm sure this isn't for everyone. I, for one, have put several hundred hours of fun play into Rimworld, most of them with the Hardcore mod, because Vanilla grows boring after fifty hours and so and many mods make the game totally trivial and are therefore only a short substitute.
Also, building a modpack as big as Hardcore mod with the coherence you are requesting in your post is, in my opinion as a software developer, nearly impossible with a non-professional team, because coherence is one of the most boring (and time-consuming) job in developing software without having too much merit after a certain degree of it is reached.
#13
Quote from: notfood on June 30, 2016, 06:34:44 PM
Quote from: tirramissu on June 30, 2016, 12:11:16 PM
After loading a save game power consumtion is much higher. I need to re-flick each station to restore it...

This. This is so annoying. I don't understand why is it happening.

Work stations have different power needs between being on, but not used, and being used.
Apparently, the bug causes all the working stations to consume their "being used" quota when the game is loaded, leading to the problem you are seeing.

I recommend to build a one-piece power cable that is not connected to anything near the crafting stations, and to use the reconnect button to turn the stations off and on this way, if you have a crafting room like I do you'll only need one of these and it's much faster (and less micro management) than having pawns do it.
#14
Quote from: Sxmbra on May 25, 2016, 05:06:25 AM
Good morning , I downloaded the new version A13, and I have a problem when I start the game remains frozen in ' generating Helps ' ' and does not advance , I waited until five minutes but nothing. any solution? I do not know what to do.    :-\

It will eventually start, but may take 10 minutes (at least on my system).

To get rid of the problem for now:
Create a shortcut to your Rimworld installation (http://windows.microsoft.com/en-us/windows/create-keyboard-shortcuts-open-programs#1TC=windows-7).
Right click on the shortcut, select 'Properties', go to Field 'Target' and put the content there in double quotes.
After that, add '-nohelp' after the double quote.

Start Rimworld by double clicking on the shortcut.
Enjoy :)
#15
Quote from: Agent00Soul on May 18, 2016, 10:32:40 PM
Not if he kept combat realism..

CR is completely broken and the author bailed. The loadout system completely breaks.. Anyone playing it is gonna be pretty pissed a few hours in when they realise.

Why is it you say it completely breaks?
I'm playing for a few days with a new colony now and have had two issues:
(a) you cannot name your Loadout with spaces or it will break your save game (fixable by manually editing the savegame)
(b) single traders (i.e. not caravans) almost always drop all their stuff at the map edge, probably due to too high bulk/load (a nuisance, but not game breaking imho)