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Messages - Sebastian Cigar

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Unfinished / Re: [1.0] Gen-spliced Xenohumans
« on: August 02, 2019, 09:55:38 AM »
so how do I use this with Prepare Carefully?

Releases / Re: [1.0] Prepare Landing (v0.9.2)
« on: December 28, 2018, 03:15:28 AM »
e: nope, the problem I've edited out of this message has nothing to do with this mod

keep up the good work  :)

Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
« on: November 15, 2018, 02:55:36 PM »
General status update, we've managed to fix all the critical startup errors. Next up is testing all the transpiler patches manually to see which ones broke (I suspect most of them) and fix them (which is probably gonna require complete rewrites in most cases). Then we'll need to balance and integrate the new vanilla content. After that it's playtesting and bug fixes.
godspeed mate and thanks for all your work so far
could we have an approximate release date? like, ~6 weeks from now?

Releases / Re: [B18] Psychology (2018-3-18)
« on: June 15, 2018, 02:05:24 AM »

is this normal?
2nd year elections came right after, she refused to run for office   :D

Releases / Re: [B18] Bad People
« on: May 05, 2018, 01:27:19 PM »
Huh, how long did it take them to snap? How many days of those were cannibal meals? I have about 60 days on my colony and no one changed yet. I think about 20-30 of those days were on cannibal simple meals. Hmm.
They 'turned' in a matter of game days, one by one. I don't remember for certain but I'm sure it was less than 2 months
... I'm suspecting this mod is overriding Shrink Corpse Buff mod (which basically means unless you're in the same room as the butcher you won't know someone butchered a human colonywide. You still get I butchered debuff though.)
same here

why though

I also have Psychology, I'll try to get him Desensitized  ;D

Releases / Re: [B18] Bad People
« on: May 05, 2018, 09:26:13 AM »
Well, I've got nothing to report so far. The mod works like a clock, whole colony turned Cannibal after running out of foraged/scavenged stuff and wildlife on a frosty map.
Could you force the mod to  always log morale changes by default?

Outdated / Re: [B18] Medieval World (No Guns/Low Tech) (05/03/2018)
« on: May 05, 2018, 06:53:52 AM »
I don't think I understand the idea behind this mod
the way I see medieval words, it is the society that is supposed to be medieval, not the whole planet. what are the odds of said society establishing its colonies on a virgin world? how did they appear there in the first place if there isn't even a trace of a developed culture's activity? moreover, why should the planet be completely isolated, with no chance of mechanoids or spacers just coming to visit, not emerging from an ancient vault?

Releases / Re: O Negative's Misc Mods
« on: April 25, 2018, 08:55:19 AM »
oh I miss your old mods  :-[ the reworked illnesses and the appetite suppressant...  :'(
may I suggest re-implementing snake venom and blowguns as an addon to Venom?

Releases / Re: [B18] Bad People
« on: April 25, 2018, 06:14:20 AM »
thank you for the prompt answer!!  :D

I haven't checked other mods compatibility yet.
I'm a mod junkie, I'll check it out soon, expect a report tonight  ;D
this is what I meant, I think this might be implementable. the other pic features stuff that seems far too complex

good luck with the development, you've got great plans ahead -- in both meanings of the word 'great'

I was playing with your mod set up and my visitors are not leaving my map.
what do you mean by 'visitors'? guests added by hospitality, vanilla visitors or traders? I think this might be important  but do they even behave differently? idk, sorry
is CoC the only mod that you have installed? I've experienced this issue before, it had nothing to do with CoC in my case... simply because I never played the CoC mods.
released prisoners would wander my colony's fields and eat raw rice right off the ground, and leave eventually. if I released too many at once, they'd all get stuck, if I did it in small groups or one by one, they were fine but it took them maybe a day or two to realise that they're free  ;D rescued spacers' behaviour was identical btw. maybe this will help, you should try that. if you do have that issue.
as for visitors,
traders would get stuck in perpetual wait mode, with one senile cirrhosic caravaneer going to sleep for 12h+, another bloodthirsty girl attacking small game all around her,
BUT combat friendlies and Hospitality guests always worked like a clock for me, they never exhibited behaviour that could even remotely be described as weird or bugged

tl;dr from my experience having too many mods that affect non-colonist pawns' behavior will bug out your game. this is something you should be prepared for as a mod user  ;D

Releases / Re: [B18] Bad People
« on: April 25, 2018, 05:32:11 AM »
hey, a morale system for Rimworld?! that's just great! going to try it out, downloading
do you think this will work well with Psychology?
what about Fujisawa's Shrink Corpse Buff? or DoctorVanGogh's Reclaim, Reuse, Recycle? does the whole colony go a bit evil if a corpse is butchered? what if it's taken apart for bionics?
are you going to expand the list of evil triggers?  :) there was this post on Tynan's twitter where he attached a colony alignment chart based on how the dead are treated. it'd be plain stupid to make the whole colony lose morale points because a dead body burned down (I don't think there's a way for the game to tell apart a raging fire accident and deliberate corpse burning?) but it's obvious that people would feel better knowing that the bodies of the colony's enemies are cremated rather than left to rot.
thank you!

hey, this has already been reported on mod workshop page but it seems that no solution has been provided yet... do you still develop this mod at all?
28 cm, 155mm, 120mm guns can't "see" the appropriate shells, even if you dev-spawn them or craft them, your pawns can't man the turrets because "X found no nearby unreserved shells for Y"
also, without Organized Research Tab I was unable to locate the TC reseach projects on its tab

It seems that reloading the game solves the cadaver oddity
However, the projectiles are still stuck in mid-air.
I've tried different stuff, nothing worked


On this screenshot you can see two headless and very dead bodies of tribal raiders hunkering down, one of which was trying to save the other one just before the storm of bullets hit them. The flurry of projectiles at the top of the screen is stuck in air too
So, I've come to a conclusion that this mod is in conflict with Death Rattle
Also, whenever centipedes fire in long bursts, the game starts throwing error logs at me and they sometimes don't stop shooting even when the target is down. I've had this problem since A17 but dead bodies getting up and running for it is something new


Sounds like you're using an outdated release
Thanks! Turns out I was using the stuff from Development branch all along,  lol. So much better now

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