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Topics - falcongrey

#1
Scenarios / How does one Post a Scenario to here?
July 22, 2016, 07:04:50 PM
I think I'll start this forum off with a logical question. :)
#2
I feel the need to create a "Beginner's Guide" to Rimworld. There are going to be people who simply can not figure the game out with the in game cues as some of us from the beginning did so this will be the next place they turn.

Remember, we were all in this state at some point in our game play.

The goal of this guide is not to make you the best Rimworld player in the world. It is a guide to simply help you understand the basics of the game. More advanced guides may come in the future as well as it won't tell you the Lore of Rimworld, that has been touched on here: Lore of Rimworld.

This guide will cover the basic things such as setting your options for game play, starting a new colony, and basic installation of mods.

(more to come)
#3
Ideas / Animal Spots and Beds suggestion
May 23, 2016, 03:42:31 PM
Is it possible to add 'assignability' to the animal spots and beds like pawn beds and spots can be? Be nice to keep the 'elephant' outside and the cats inside. :)
#4
Mod bugs / [Bug?] A13 Possible bug in autohaul
May 09, 2016, 08:37:57 PM
I have been trying to duplicate this, however without a mod that 'spawns' buildings with doors I haven't been able to do it.

In basic, spawn building has a door with items inside unexplored room. Auto haul will see the items in the room and automatically go through the door and into the room to get the items to haul back to the stockpile.

Expected behavior: Auto haul would not see items in unexplored rooms / buildings / areas.
Actual behavior: Auto haul sees items in unexplored rooms / buildings / areas that have a door sealing it and will automatically go to haul the items to the stockpile.

I can duplicate it using map gen mods, such as Miscellaneous MapGen. However, I am unable to determine if this is vanilla haul action or caused by the mod due to no areas have spawned so far with a door sealing them with items inside.
#5
I decided to copy this and bring it to this forum for the clarification of 'Is this a Rimworld bug that needs to be addressed or is this a bug in the way the modders are creating a mod that has multiple languages? I'm not all that savvy in parsing through complex mods (I can do the simple ones to a degree) so can't easily tell on my own.

The issue: The language select flag on the main screen being broken by some mods and replaced with a large red X.
The explanation so far given by a couple Modders: An issue with Rimworld when a mod has multiple languages.
A second explanation given so far by Modders: It is an issue caused by Mods using Binaries.

The question: Is this really a bug with Rimworld or is it something the Modders are doing incorrectly and are unaware?

Quote from: Kabump on April 15, 2016, 02:53:30 PM
Quote from: mo0504 on April 11, 2016, 04:22:42 PM
The reason for the broken flag is not this mod, any other mod what comes with more than one language does the same flag thing, i think its a problem of rimworld itself since the a13 update...

Correct, I noticed the broken flag before I even installed the update for a13 for this mod.


The mods causing this issue I have tested so far:

  • EdB Colonist Bar
  • EdB Mod Order
  • EdB Prepare Carefully
  • RT Storage
  • RT Fusebox
  • Pawn State Icons SK v04c

Mods that I've tested so far that do NOT cause the flag on the main screen to become corrupted to a Red X:

  • Modular Tables v1.48
  • Stonecutting Tweak v1.02
  • Xerigium
  • Fences v1.01
  • Less Incident Trolling
  • Log Walls
  • M&Co. MMS
  • Medical Training v1.05

#6
Ideas / [Balance] Beds not using cloth to be made
March 26, 2016, 02:25:52 PM
I'll start off by stating I used mods with A12 for so long I can't remember if it was a mod that added you needed cloth to make a bed or if it was part of A12.

Personally, I feel any kind of bed should require some amount of cloth to make the mattress and sheets. The mattress alone should require at least a quarter to half the amount of material it requires to make the bed.  Example, a Steel bed currently requires 35 steel and a steel double bed currently requires 70. I feel it should be a Steel bed requires 35 steel + 17 cloth to make and a Steel Double Bed require 70 steel + 35 cloth to make. Cloth is easily 'grown' from cotton plants or at the least traded for in caravans.

Side note: Simply making a bed from steel would equal to a very hard flat steel surface to lay on which I think would be very uncomfortable and the ground would be softer.
#7
I just had to throw that one out there considering my birthday is near end of month (21st).  8)

Would be really awesome if it did coincide with my birthday on the 21st! I'd be playing Rimworld A13 instead of getting fat on cake!  ;D

wait.... I'll probably be doing that anyway...  ::)
#8
General Discussion / True 'Random' Start
January 15, 2016, 10:58:30 PM
I'm hoping that eventually Tynan puts in a 'True' random start. And let me explain because I know it does have a random start ability. (Though this talk may be better in the 'suggestions' threads...)

Right now you have a random start by 'creating a world', though you could edit the seed and get to see what you are getting. You can randomize the colonists, though again you can edit each one kind of but at least see before hand what you are working with. And you can pick the level of difficulties and who is telling the story. And you then can select 'Random' on the map to place it where you may look and say 'nah... another random'.

What I would love to see is instead of selecting even 'who' tells the story, you have the option to select "Random". Everything is done for you, including selecting how hard the difficulty levels are and who the story teller is. You simply select "Random Start" and go directly to the 3 colonists crashing to the planet in an unspecified place. This would make for a very challenging start in the sense that you have NO clue ahead of time what is going to happen or what you will have to work with. You don't even know how hard raids or random events are going to slam into you. It may be a milk run or you're doomed before you even began; you simply do not know.

Grey
#9
I just wanted to say THANK YOU!

Modding is not something I can easily do anymore due to disabilities. I know from past experience having modded other games that this is not a very easy thing to do when I was able and had the mind able to do it. It is time consuming, often thankless, with people ranting for no reason sometimes which hurts your, the modder's feelings for trying to do something nice and share it for free with everyone. RimWorld is a game I find amazing and have poured many many hours into already (thanks Tynan) and because of you modders the game is tweaked and enhanced more to my play style and enjoyment. So again, a big Thank You to all of you who do all this hard work for free.

(Hoping a Mod can sticky this at least for a little while to make sure all the Modders get a chance to read it please.)

Thanks,
Grey the Falcon
#10
Ideas / Easter Eggs in the game
August 29, 2015, 07:36:04 PM
I know this is more of a polish idea/suggestion but throwing in a few 'Easter Eggs' for people to find would be cool. Some suggestions for this could be, but not limited to:

  • Names in Create World's "Seed" area such as "Dune" or "Endor" would 'recreate' those worlds. Dune = Entire Desert Planet, Endor = Entire Forest Planet. (Would REALLY love this one!)
  • Occasional ruins that would resemble places like 'Stonehenge'.
  • Items, ruins, NPCs that reflect other games/movies/people.
  • Really rare events that reflect something in social fads, like a 'Neon  Kitty' running across the landscape with a rainbow trail a few squares behind.
#11
General Discussion / No cats?
August 24, 2015, 08:51:04 PM
Maybe I missed it or just never encountered it but... are there only domestic live stock type animals and dogs (and dog types) in the game? No house cats or large cats?

:-\
#12
Ideas / Suggestion: Optional Save Location Settings
July 06, 2015, 01:48:06 PM
I'm currently using Symbolic Links to do this, but it would be so much better if the game had in the option screen (on manually in the config file) the ability to set the default save location.

An example of what I am talking about: I play this on 2 different computers. My laptop and my Desktop. I have placed the actual save location in my dropbox (keeping the folder names/structures the same) then used a symbolic link to artificially create this effect.  The ideal would be to either manually open the config file or open the option screen, change the default save to this location in my dropbox folder.

This would also allow for 2 different copies in 2 location on 1 computer. Example of this: I have the release game installed with mods and on my desktop in a folder is the Daily Release Alpha for testing without mods. If the config file was in the install location and pointed to where the save file was I could make 2 different save locations and both wouldn't effect the other.  CURRENTLY using the symbolic link, if I play with the release game with mods then later start the daily test build it mucks up the release game because they both look to the same location (with symbolic links) and write to the same folders.

The main advantage to the 'setable' save location is the ability to set it into a cloud drive and share the saved games and mod settings across multiple computer installs such as desktop, laptop, school (I corrupted a friend who plays it there!), and work.
#13
I've have noticed now on 3 occasions a total loss of sound. It always happens after at least an hour length of play. Sound statics a couple times when it plays then makes a pop sound and is gone  until I save, exit the game, then start it again.

This has happened with my mods, without my mods, with game sat to default settings without mods.

I'm trying to see more specifics of when and how and why, but so far haven't caught anything specific happening in game when it happens.

My system config is this:
OS: Windows 8.1
CPU: AMD A6-3620
Video: eVGA GeForce GTA 760 1920x1024 (screen 1 played on this one) 1280x720 (Screen 2)
Ram: 16gb RipJaws (8gbx2)
Hard Drives: Many
Motherboard: Asus F1 A75-M PRO
#14
Support / Question on name of .exe file change
June 10, 2015, 06:46:34 PM
If I change the file name of RimWorld834Win.exe to just RimWorld.exe and do the same to the data folder, will it disrupt the functionality of the game?

I'm doing this for simplifying Razor Cortex setup for backing up the game data folder after each time I play the game do my cloud drive. This way when I switch back and forth from my desktop and laptop the game syncronizes on both and I can simply continue the game from one to the other. I wish we had the option to set the save folder manually so I could simply tell the game to save it in my dropbox for example and auto syncronizes both locations without third party monitoring.