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Messages - MZ

#1
Help / Re: Help Wanted! Will pay for an artist.
May 03, 2020, 06:46:36 AM
Hi! I have studied graphic design and I'm pretty sure I can crack a vanilla-friendly look. Also recently I've been thinking about adding a couple of my own races but writing the code is daunting. Drop me an email at malmevce/at/gmail.com and we can chat.
#2
Im wondering if its a bug that all the grass and bushes stay alive in the winter? I feel like this never happened in vanilla game, and its a huge change in mechanics, since animals are able to graze even through the cold days.
#3
But also, I'm not using any mod called "Guard me".
#4
Oh, so its probably a mod bug. Ill test it though.
#5
Outdated / Re: [B18] Android Tiers and More
April 26, 2020, 03:26:17 PM
Is this thread still monitored for bugs? There seems to be a conflict with the mod that adds the rottweiler /my guess is Vanilla Animals Expanded - Cats and Dogs/.

The bug was hilarious though. Upon a raid I noticed that the raiders stopped to attack a MUFF unit. How strange, I thought, as I started the game with only a dog and did not acquire more animals. Did it join randomly? Even more strange was that the name of this MUFF unit - "Rin" - seemed familiar...

So I started looking for the rottweiller. She was nowehere to be found and not listed on the animals tab. However I knew that one of the colonists was training her, so I checked under her social tab. "Rin" is currently off the map. Rin? So the game engine assigned the same random name to two of my pets or what? I still couldn't believe what may be obvious to you now.

But as a raider shot the MUFF unit to death, she instantly transformed back into a rottweiler. Funniest shit I've ever seen.
#6
sometimes i take a walk in graveyards
#7
Releases / Re: [1.0] A RimWorld of Magic
April 14, 2020, 05:49:25 AM
The technomancer's techno-bit doesnt seem to do any explosive damage with its mini-grenade. Any time I check if there are wounds on the foes it hit, there was none. Once a grenade exploded right next to a chicken and it was unharmed. EMP damage from the later upgrade does function. This happens while not usin CE or any other mods that directly influence the combat.
#8
it seems that starting in an abandoned city makes it possible for the game to spawn active hives, not sure if this was intended but its kind of... harsh
#9
Releases / Re: [1.1] Rimsenal v1.5: beta edition
April 14, 2020, 03:15:09 AM
The GD smoke launcher and the glittertech autopistol (and possibly other weapons) is not biocoded when spawned on royal aid squad.
#10
My chicken and ducks started attacking a manhunter pack, even though they have no combat training whatsoever. When I disallowed the area which the manhunters were hanging around, the fighting stopped right away. Checking the log also confirmed that the combat was always initiated by the farm animals.
#11
oh cool, i was waiting with an update because of this colony. glad that its fixed, thx for letting me know.
#12
I got a biocoded chain shotgun - dropped by some imperial ofc - so I put it away so maybe I can sell it later.

So about 2 years later a colonist got the jailbreaker mental break, and let out two prisoners, a tribal and a pirate. The tribal girl went right into the storage, picked up the biocoded shotgun (whose real owner left the map a long time ago) and proceeded to kill everyone in sight.

I made her catatonic using debug mode and checked the weapon, and it still says "biocoding: Opos Decus" yet Xadavas Pheasant was pretty happy using it. Attached screenshot, unfortunately i didnt take one while she was using it only after.

#13
Releases / Re: [A18] SimpleSidearms (1.2.5)
June 11, 2018, 11:57:08 AM
well, its possible that its a combination. Im just posting it here because disabling this mod solved the problem.
#14
I did some more testing.

Mod doesnt return any exceptions.

I have some mods that influence worldgen, especially adding biomes, resources and expanding faction sizes.

The interesting thing is that the mod works perfectly on 30% size world. In the 100% theres often only one or two specialities scattered around half of the globe.
#15
Releases / Re: [A18] SimpleSidearms (1.2.5)
June 09, 2018, 06:44:24 PM
Im too lazy to read or even search back if this one has been reported before, but simple sidearms makes the insects of my caves have melee attack seemingly without any cooldown time, just shredding pawns in under a second.