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Messages - homemdosgalos

#1
This may sound random, but is your graphics card a nvidia?

If you notice the crash mostly on the world map, try to update the drivers of the card. That happened to me before
#2
I can confirm seed generation suffered a change from 1.0 to 1.1 maps. How that translates into built colonies, i cant really tell for sure
#3
I know that after a while (even with no change in weather) animals can migrate, or even if you kill all animals on a map they eventually come back, but i have no idea on what triggers this.

It's interesting that something like hunger would reset that trigger.

Maybe Tynan or one that delved into the code could elaborate on that...
#4
You have your inventory close to full. When taming, your colonist will pickup food acording to the animal type (meet for carnivores, veggies for herbivores, and so on).

If your colonist can't pick them, you'll get that error message and he won't tame/train an animal.

That specific pawn has two options to solve that problem:

- Tatical vest:  adding it to the backpack you already have should increase bulk capacity, allowing you to pick up the needed food. At the cost of some work speed.

Cutting items: either cutting some ammo or having lighter armor should do the trick as well.

#5
Yep, i notice some changes as well, around 40% shorter loading time.
(I'm using around 50 mods).
#6
Quote from: Canute on January 22, 2019, 10:07:07 AM
homemdosgalos,
you should ask at their discord channel, the modpack devs rarely visit/post on the forum.

Thanks, will do
#7
After the release of 1.0, i decided to try to give this mod pack a try yesterday. However, i simply cannot get it to work. Always get the black screen before getting the initial screen.

I'm using the Github link provided in this page and followed all instructions. I've unsubscribed from all Workshop mods, i've set RW to default settings and even uninstalled it first. Followed the instructions on the page and even then, always got a black screen.

And yes, i run RW before installing the modpack, just to make sure all the configs and the game plays right, and even tried without doing it. But no matter what, i never manage to get the game running. Is it because i'm running version 1.0.2150? Or is there something i'm missing?


Manual installation:
Go to the folder you installed the game in. (gamefolder)
Delete all mods inside your Rimworld\Mods\ folder except "Core".  (done that)

Open up the downloaded Hardcore sk project .zip file. Extract everything in the Hardcore-SK-master\Mods\ folder into your Rimworlds\Mods\ folder, and overwrite any files if prompted. (done that as well)

Go to:
For Windows users: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config windows button + R -> the Run dialog will appear type %APPDATA%..\LocalLow -> this will open the appdata folder For Linux users: /home/your user name/.config/unity3d/Ludeon Studios/RimWorld/Config For Mac users: /Users/your user name/Library/Application Support/RimWorld/Config Delete all the files that exist in that folder. And copy "ModsConfig.xml", which is at the root of the archive modpack. (done it as well)

Check mods in the game. Switch Language if needed. Play! (never get to this part, black screen).

Running Win 10 completely up to date, and RW on Steam

Can someone help me on this?

#8
Congrats on the release ;)
#9
Completely agree with what the first member wrote. I bought the gama already knowing that i would gladly pay 60 bucks for it, but i agree it may be too much for some players.

In terms of knowing in advance how much invested a person will be... well, there are Steam reviews, and dozens of gameplays on YT that will give anyone an idea on what they are getting, so i doubt many will get shocked about the visuals and such.

The mod and community also provides a TON of replayability for this game, too. If i was Tynan, i would release it at 39.99. Cheaper than a AAA while still at a decent price, and with a price increase that will make any early access user happy they purchased and supported this game in advance. Though personally i would still be fine if the price tag was the same, because other players didn't had the experience of playing the game "as it grew". Some might not agree with my view, so that price tag would likely be fine.

And of course, wonderful piece of work, all of Ludeon Staff ;)
#10
Well, this has happened to me as well in a game

Got the first three traders in a row without anyone with a question mark. I managed to sort this out by turning on Dev Mode and force a new trader to appear. That one and all others afterwards had the question mark on.

Mods i'm using:

EPOE
Mad Skills
More Faction Bases (actually, this one was off :P )
Prepare Carefuly

#11
Well, i agree with this. Doesn't change the gameplay that much, but adds always welcomed realism :)
#12
Ideas / Re: New Event and "Assing to Colonist" + 1
September 18, 2017, 06:41:17 AM
Quote from: {insert_name_here} on September 18, 2017, 02:27:31 AM
You might want to check your title - it says "Assing to Colonist" XD

But anyways, I think that the "friendly pawn hunted" mission sounds like a good idea. Assigning workbenches to different colonists is also a good idea. Turning clothes into chemfuel? Maybe...

Yes, the last one is just a way for us to have something else to do with all the dead man's and tattered clothes we end up having during the game besides selling them.

The other ones, i gave much more thought, since nowadays, the refugee event is very straightforward, but still interesting enough. Adding a similar one with a twist should be fun enough.

The "assing to" is something that would allow us to manage work between pawns more efficiently, but still requiring a proper setup for it to be super efficient. By not changing by default, and having to setup, there should be no clear disadvantage there.
#13
Ideas / New Event and "Assigning to Colonist" + 1
September 17, 2017, 02:39:34 PM
Hey,
after playing a lot, i realize i should post two ideas for consideration.

"Assign to:"

The first one, would be to assigning workbenches to specific colonists. The same way you have the option on the beds to do it, you could fill in a list of colonists to work that specific bench, off by default to avoid trouble, and they would use it as nowadays if you don't manually assingn one. Colonists would prioritize the workbench(es) assigned to him / her.

New Event: Friendly Pawn hunted

Much like the refugee seeking your faction to be a part of it and triggering a raid, there could be another type of event, this time with a Pawn / group of Pawns seeking protection on your base, from pirates / mechanoids. You wouldn't get to keep them for your faction, but you could get other types of rewards: faction relations improve, items, silver, etç.

Just remebered another option, to be able to turn clothes into Chemfuel as a new billable option. Since we can do with both wood and organics, why not clothes, but in a really nerfed way? (for example, 1 pants = 3-5 chemfuel)


Opinions?

Moderator's edit (Calahan) - I corrected the typo in the title.
#14
That was a truly pleasant read, i enjoyed it a lot  ;)
#15
Stories / Re: Rimworld Book?
July 17, 2017, 06:45:31 AM
It was pretty entertaining, i'm writing some content myself (not Rimworld based though), and this is actually entertaining to read.

While some terms could benefit some explanation, you can simply make a glossary at the beggining / end of the chapter (or book, if you're trying to make one), with a short explanation.