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Messages - Ouan

#1
Sad days for the muffalo milk man for sure. How else is he supposed to have a way to help the stork deliver babies in from the cabbage patch?
#2
Of course that is the bug you find and comment on.  ;D
#3
1. What the circumstances were.
The colony I started a vanilla playthrough (Base Rimworld + Royalty) on the latest version of the 1.3 Tesbranch. The colony was not the best, and the pawns likewise were not the best of the best. I do not know if there is a core change to how pawns work, but their behavior appears to have changed with regards to tantrums and I am not sure if it is something that was intended or not. I did not see this change in the update log at least.

2. What happened.
The pawns eventually throw tantrums. In this version of Rimworld, they seem to last at times for DAYS.

3. What you expected to happen.
I expected the "insult" tantrum for example to last at best for a few hours. Now it seems to last for days. The same goes with the "Sad Wander" tantrum. The later tantrum would last usually until the pawn went to sleep. Now, in both cases observed at least, the pawn will get tired, go to sleep and then arise to insult or sad wander some more. They also eat occasionally.

4. Steps we can follow to make the bug appear on our machine.
Have a pawn throw a tantrum, either naturally or with a command. Observe the time and actions of the pawn in question.

5. Savefiles
I do not believe a save file is necessary due to it being replicable in new save files
#4
Unfinished / Re: Armok
April 27, 2017, 02:30:24 AM
I encountered your Armok mod today on YouTube while watching a DF player (Nookrium) playing Rimworld modded as best he could with available mods to be DFy. Someone linked your proposed mod in the comments. I hope your modding time has been good despite illness and look forward to the day you decide to let the masses take a peak behind the curtain of what you are cooking up.

Take care!

You are becoming internet famous!... at least in the niche world of DF players who also play Rimworld for similar reasons as to why you play it.

https://www.youtube.com/watch?v=cgkrUkkLL38&ab_channel=Nookrium
#5
I'd rather wait for a larger more dynamic update. I find they make for a greater impact when they come at you and add greatly to replay than smaller, less obvious tweaks. Except of course when boomrats were reskinned. Blew my mind, small, deadly, but now you can tell.
#6
General Discussion / Re: Steam EULA
February 08, 2017, 02:26:00 PM
Tynan,
   I know you have no issues with let's plays. I was referring specifically to the wording of the EULA, which seems contrary to the spirit of the game and community thus far. Not that I am qualified to rewrite the whole thing, it just seems oddly worded for a EULA.
#7
General Discussion / Steam EULA
February 05, 2017, 03:24:17 PM
I read the EULA today. I am curious as to a few things. The first of which is that it states that there is to be no commercial use of this product. Does this in fact make it so that YouTubers will get a strike filed if they upload videos on this game? More importantly, is Ludeon now a nation? The way that this EULA called for me to file complaints, or as to how the law worked in regards to Ludeon, it seems that the company is claiming Sovereign status. I do not know how Dominion law works entirely, but I was fairly certain that companies within it did not have the power to make their own law. I am not mad, just curious as to if this is a change to Ludeon's official policy in regards to videos. Moreover, I think perhaps the EULA needs its wording tweaked a bit as I am not sure what laws the company claims to be filing and upholding in regards to their copyright.
#8
Releases / Re: [A14] Mending
August 06, 2016, 09:39:01 PM
I can't wait to use it. I have been waiting for someone to make this mod better, with costs! Now that you have tweaked it a bit, any plans to work on it more? I have no mod skills of any note, but a failure chance, such as you have for construction would be cool. Likewise, have the original item as in, cloth pants <good quality> could become cloth pants <normal quality>. Then after the lowest tier quality is reached it dissolves or is destroyed. Something like that. Again, thanks for your work thus far!
#9
I know it has been pointed out already, but there is a slight issue with the linking to Steam. I do mean slight. I signed into steam, through the http://rimworldgame.com/getmygame link and requested my key, which sent me an e-mail. This e-mail did not have a key within it, rather just a link to my SendOwl file page. I duly downloaded my non-Steam key and manually linked it to Steam, but then I noticed that this did not actually link accounts, merely allowed me to play Rimworld through Steam as a non-Steam game. Thinking that something was wrong I went through several scenarios before I realized that there was a simpler error, most likely on my part. I went through the getmygame page again and made sure I was properly logged onto the Steampage and then entered my e-mail address again. I then received the same e-mail again, this time it had my key, which I then added to my Steam page. Voila! The lesson I offer is that if the first time you attempt to get your Steam key it fails, make sure that it shows you as properly logged on before you request the Steam-key.
   
#10
Releases / Re: [A13] Glitter Tech v1.44
May 23, 2016, 10:11:03 PM
Quote from: deadlydullahan on May 23, 2016, 06:49:15 PM
Quote from: zidey on May 20, 2016, 04:12:49 PM
sorry if i am being stupid and this isn't from your mod. (when i google it your mod comes up)

When my colonists use bandages they do the usual "use cycle" but then just drop the bandage and then keep trying to use it over and over again and I have to forbid it. Thing is i only have them from loot from kills.

https://i.imgur.com/ph6AqLW.png

These are the mods i have incase they conflict.

I'm having the same issue with bandages not working and it keeps throwing an error

I have had that issue off and on for the last few updates. I believe it has been mentioned before in the comments. I just put them in a stockpile and forbid them to be used off in the corner of my base.
#11
Outdated / Re: [A13] Animal Hide Working (v2.09)
May 23, 2016, 10:00:52 PM
Yeah updates! I have been missing animal bobs in my colonies.
#12
Good job with the update thus far! I look forward to breaking the mod for you on my next play through. Keep up the good work!
#13
I am wondering too. It makes the end more certain for sure. I am dlingthe 12D version to see if it is close to working for A13.
#14
Thanks for the key! I had to pop off-line to work on papers at the tail of my last semester and I was pleasantly surprised by the results when I returned! Here's to my new medical condition!
#15
General Discussion / Re: R.I.P Xerigium
April 07, 2016, 06:25:16 AM
Quote from: A Friend on April 07, 2016, 06:12:03 AM
Problem can easily be fixed by adding "Also known as Xerigium," in the description.
+1