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Messages - Core279

#1
Quote from: Argain on August 10, 2014, 06:17:38 PMSee if the assembly attached here works any better, with all other mods turned off. If it clears up the issue, let me know, so I can post it as a new update.

Sadly, this didn't help. The problem persists.
#2
For some reason, when I try to import a group of settlers, it only gets 1 or two loaded, the rest are still randomized. And sometimes the ones that are loaded, its just the name and clothing, nothing else is as it was when saved. Is this some form of bug or is it intended?Because I hate spending almost 30 minutes or more customizing my people every single time.
#3
Support / Download Help
July 04, 2014, 12:29:23 PM
Okay, so I just recently bought an official copy of RimWorld(admittedly, I was using a cracked version. Fully intended on buying the game, but dind't have money to do so until recently) but I deleted all the files and folders related to my old copy since it wasn't loading at all, as I just figured the data was clashing data from two different versions. Now I don't know how to re-download the game short of buying a new copy. I can't seem to find a way to re-download, even through my paypal receipt. Can anybody help me out?

EDIT: Nevermind. I dug through my email more and found the download email. Thankfully that was sent, as there was no link attached to the PayPal receipt. Locking the topic now.
#4
Quote from: Dr. Z on May 13, 2014, 02:29:57 PM
Just build my first energy turret and I think it's a liiitlle overpowered because it really mows down the enemys with his 12 shot burst. I think 6 to 8 shots would be more balanced out.

Actually I think it's fairly balanced. Mostly because say the third shot out of 12 kills the target. It still has to fire the other 9 shots to where the target was,gain a new target, finish charging back up(or cooling down, whichever you choose to say) and fire again. I'm not sure about everyone else, but I rarely get it to where bullets will hit an unintended target.
#5
Would it be possible to have it where the grenade turret could have a longer range, but at the cost of having a "minimum range" where say, a raider gets close enough to it, and it can no longer fire grenades at them?
#6
Tools / Re: [TOOL] RimEdit (v.2.1)
May 12, 2014, 09:29:08 PM
Quote from: keensta on May 12, 2014, 03:50:19 AMNo problem. Awesome good to hear its used :)

For anyone else wanting to use this if it stays outdated got much longer I will look at implementing somthing to do the same thing into my editor only tho if this stays outdated.

That'd be really sweet. Biggest annoyance in my opinion(map wise) is when there's a metal vein that goes past the buildable area and you can't fill it in(I tend to carve into mountains for my base) or when a steam geyser screws up your building plans from either a "new area being discovered" or just in general as you either have to build around it, or deal with it making stuff look derpy sometimes.

Now if only there was a "pest-control turret" to deal with those pesky psychic waves. Too many times has Randy Random sent one at me when I've barely got any people. usually a swarm of squirrels. >.>
#7
Tools / Re: [TOOL] RimEdit (v.2.1)
May 11, 2014, 11:37:30 AM
Thanks Keensta. By the way, your tool is also handy. I keep getting huge groups of raiders and never have enough graves, so I just use your tool to clear the corpses.
#8
Tools / Re: [TOOL] RimEdit (v.2.1)
May 10, 2014, 02:07:52 PM
I have a question, whenever I attempt load up my save with this tool, it says it can't find "TerrainMap/TerrainGrid". What does that mean? Is it due to some mods I have installed? If that's the case, I've yet to try loading a map that is untouched by mods.

Edit: The full error message is "Failed to find terrain at TerrainGrid/TerrainMap"

Edit2: The error occurs even with saves that haven't had any mods installed at all. The only "mod" being the required core game data "mod".