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Messages - Jeimss

#1
General Discussion / Title in Worktab
October 30, 2021, 04:23:16 PM
Is its me or, in the worktab menu, the title of the pawn was display after his name? Now it seems to have disappear? I can't see if its a trouble with a mod or my memory that plays me tricks.

Let me know if the title is supposed to be displayed.
#2
Hi Canute,

Thanks for the tip.
I'll clean my scenario folder ;)

Meanwhile here is my save game if it can help.
https://drive.google.com/file/d/12UgHWwoR4J14naVxZFNJ_exlIi_wxsUY/view?usp=sharing

Moderator's Note:
Thanks for the bug report.  It appears this issue has been resolved.  I can not reproduce it on 1.3.3159, on my own saves or on the provided save.  If you still are having the problem, please repost this report with a new save.
#3
No mod + Royalty + Ideology

1.

I use the psycast Skip Chunks to teleport chunks in my base. The chunks appeared as expected. I mark them to be hauled.

2.

My pawn hauled the skipped chunks and a copie is made. One with the pawn and one that continue to appear on the floor, unmarked.

The copie-chunks disappear once it is put on the stonecutter table, but when I over the tile where the copie-chunk were, the game indicate in left corner info that it is still there.

When my pawn tries to go over the tile, it is slowed like if it passes trought a chunk.

If I click on the empty tile it will select the chunk that was move else where.

If I save, quit and reload, the ghost chunk are erased.

3.

I expect that the chunk is hauled, not copied and dispeared once picked up.

4.

1) Use psycast chunk skip

2) Pick up the skipped chunks

5.

I tested it on a new game and the bug is repeatable.
I didn't put my save game. It is too big for the website. Let me know if you must get it.
#4
I found some info on the wiki here:
https://rimworldwiki.com/wiki/Room_stats#Cleanliness

The bigger the room, the more filth you can accumulate without having a big penalty on cleanliness.
I think a room of 5 x 5 is the smallest cost efficient room.
Smaller and just a spot of filt on the floor and it become unhealthy. Bigger is better but it cost much more too.
#5
I finally found another section that specified which researches were completed.
I deleted it and put all numbers to zero.

Boom voilĂ ! I am at the stone age again. It worked.
Thanks again for the help!
#6
I tried to edit this portion of my save by putting zeros everywhere, but it doesn't seem to work.
Am I looking at the right thing?

I edited the .rws and did not touch the .old

It always restarts with the same number again and again.

Thanks again for the help!

<researchManager>
<currentProj>HeavyBridges</currentProj>
<progress>
<keys>
<li>PsychoidBrewing</li>
<li>TreeSowing</li>
<li>Brewing</li>
<li>ComplexFurniture</li>
<li>PassiveCooler</li>
<li>Stonecutting</li>
<li>ComplexClothing</li>
<li>DrugProduction</li>
<li>Cocoa</li>
<li>Devilstrand</li>
<li>CarpetMaking</li>
<li>Pemmican</li>
<li>Smithing</li>
<li>RecurveBow</li>
<li>PsychiteRefining</li>
<li>WakeUpProduction</li>
<li>GoJuiceProduction</li>
<li>PenoxycylineProduction</li>
<li>LongBlades</li>
<li>PlateArmor</li>
<li>Greatbow</li>
<li>Electricity</li>
<li>Batteries</li>
<li>BiofuelRefining</li>
<li>WatermillGenerator</li>
<li>NutrientPaste</li>
<li>SolarPanels</li>
<li>AirConditioning</li>
<li>Autodoors</li>
<li>Hydroponics</li>
<li>TubeTelevision</li>
<li>PackagedSurvivalMeal</li>
<li>Firefoam</li>
<li>IEDs</li>
<li>GeothermalPower</li>
<li>SterileMaterials</li>
<li>Machining</li>
<li>SmokepopBelt</li>
<li>Prosthetics</li>
<li>Gunsmithing</li>
<li>FlakArmor</li>
<li>Mortars</li>
<li>BlowbackOperation</li>
<li>GasOperation</li>
<li>GunTurrets</li>
<li>MicroelectronicsBasics</li>
<li>FlatscreenTelevision</li>
<li>ColoredLights</li>
<li>MoisturePump</li>
<li>HospitalBed</li>
<li>TransportPod</li>
<li>MedicineProduction</li>
<li>LongRangeMineralScanner</li>
<li>ShieldBelt</li>
<li>PrecisionRifling</li>
<li>HeavyTurrets</li>
<li>MultibarrelWeapons</li>
<li>MultiAnalyzer</li>
<li>GroundPenetratingScanner</li>
<li>DeepDrilling</li>
<li>VitalsMonitor</li>
<li>Fabrication</li>
<li>AdvancedFabrication</li>
<li>Cryptosleep</li>
<li>PoweredArmor</li>
<li>ChargedShot</li>
<li>Bionics</li>
<li>SniperTurret</li>
<li>ShipBasics</li>
<li>ShipCryptosleep</li>
<li>ShipReactor</li>
<li>ShipEngine</li>
<li>ShipComputerCore</li>
<li>ShipSensorCluster</li>
<li>ApparelRecycling</li>
<li>QE_LifeSupportSystem</li>
<li>RimWriter_TechPrimitiveWriting</li>
<li>RimWriter_TechSimpleWriting</li>
<li>RimWriter_TechBookshelves</li>
<li>RimWriter_TechHandWriting</li>
<li>RimWriter_TechTypewriting</li>
<li>HeavyBridges</li>
<li>DeepWaterBridges</li>
<li>ComfyBeds</li>
</keys>
<values>
<li>0</li>
<li>0</li>
<li>0</li>
<li>300</li>
<li>400</li>
<li>300</li>
<li>600</li>
<li>500</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>500</li>
<li>700</li>
<li>0</li>
<li>0</li>
<li>600</li>
<li>1000</li>
<li>500</li>
<li>400</li>
<li>0</li>
<li>0</li>
<li>1600</li>
<li>400</li>
<li>700</li>
<li>0</li>
<li>400</li>
<li>600</li>
<li>500</li>
<li>600</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>500</li>
<li>3200</li>
<li>600</li>
<li>1000</li>
<li>0</li>
<li>600</li>
<li>500</li>
<li>1200</li>
<li>2000</li>
<li>500</li>
<li>1000</li>
<li>500</li>
<li>3000</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>1200</li>
<li>1000</li>
<li>1500</li>
<li>0</li>
<li>0</li>
<li>1400</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>700</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
</values>
</progress>
</researchManager>
#7
In my savefiles, I have two files for each saves: .old and .rws
Which one do I have to edit?
#8
General Discussion / How to delete unlocked research
September 30, 2019, 10:15:42 PM
I'm continuing to play a lost colony and I would like to restart from the start without all the research already unlock by the previous colony. Is there a way to do it. I looked into mods and the dev console and I found only things that help insta-finish research and not insta-reverse.

Thanks for your help!
#9
Ahh that's sad. I thought of something like recording all the research points that go into a research by a pawn. If one dies, the number is of points is lost. You can't advance dependant researches until you recover the number of points lost. If the number reaches zero, you can't build or craft any more structure that was relative for that research.

I could try to mod it myself, but if someone can tell me where to look...
#10
Mods / Research bound to pawn - Is there a mod for that?
November 04, 2018, 04:04:34 PM
Hi! For my next run, I would like to have my research bound to certain colonists. I saw a post on that maybe last year. Is there already a mod for that?

For more immersive experience, I would like that if my science guy dies, I must restart over my researches.

Thanks again!
#11
Releases / Re: [A18] Change Research Speed
November 15, 2017, 08:04:00 AM
A17
#12
Releases / Re: [A18] Change Research Speed
November 14, 2017, 07:12:45 PM
Steam version.
Let me know when it will be fixed
#13
Releases / Re: [A18] Change Research Speed
November 13, 2017, 09:18:16 AM
I would like to know, if this issu is normal.

I quit my current game with a Alt-F4 then reload it.
I have a research in progress that have more point researched than the "vanilla" standard.
Then the game upon loading it, give the research free despite that I have like half the research done.

Thanks for the information!
#14
Outdated / Re: [A17] Save Our Ship (v1.01)
October 17, 2017, 05:07:15 PM
Quote from: Absurdides on October 03, 2017, 10:47:00 PM
Loving the mod, but it might be nice for a bit of added challenge if the power core were depleted and had to rebuilt/refuelled at every landing. That way there is a bit of purpose to your new colony. :)

In any case, keep up the good work. Great mod!

Yes same here. I find the idea great. Actually I usually take screenshot of my pawns just before going in the ship. Then after, I recreate them in EdB Prepare Carefully.

But with this mod, it is just too easy. The ship should be destroyed or depleted. I think it would some challenge to the 2nd game.

Is it something that you plan to add?

Thanks again for the idea.
#15
It also seems to me that the raid coming from chased refugee are to strong compare to the normal raid. Early in my last game, the raiders were only equip with some shoddy equipment, pistols, survival rifle and sometime a shotgun.

A chased refugee event appeared and the raiders are better equiped (assault rifle, triple rockets, power armor) and with 2 to 3 more raiders than a regular party.

Before A17, I always said yes to a refugee early in my games, but now, I say no, because, I often lose a expericed colonist for saving the new one.