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Topics - Listen1

#1
General Discussion / Rimworld 1.0 release trailer
October 18, 2018, 03:09:09 PM
https://www.youtube.com/watch?v=3tDrxOASUog

Man... This trailer... You suckers made me cry.

I'm happy to be a part of this community and even thought I only reported minor bugs and discussed very little... I can not be more proud of this moment, for something that I invested so much time.

Congratz Ludeon Studios, you guys nailed it.
#2
Hello, I believe I found a bug/oversight, but since I lost the powercell, I can't reproduce it in my current game.

I've received a quest for trading some textiles for an Antigrain Warhead and a Vanometric Powercell. After I finished the trade, the Warhead showed up in the Caravan Inventory, but the Powercell didn't show up.

When I traded with the town, the Vanometric Powercell was in my Inventory, it was also with me when I arrieved in the colony, so no problem there.

I believe that it is intended for the Powercell to show in the Caravan Inventory.

Here the screenshots on imgur: https://imgur.com/a/ViChJO5

(Yes, I did scroll down, open/closed the caravan inventory, and reseted the game)
#3
Off-Topic / Steam Summer time (Gabe me you money)
June 28, 2017, 07:33:29 AM
Hey everyone, there are alot of good games in Steam sale, I personally didn't buy many but there are some real gems:

I'd like to shout out to everyone that found an amazing game on sale that would pass unoticed

For me the following games picked my interest:
Dark Souls III (60% off)

The Witcher 3 (50% off)

Rocket League (40% off)

Sheltered ( 75% off)

Offworld Trading Company (60% off)

Overcooked (50% off)

Portal 2 (90% off)

Lovers in a Dangerous Spacetime (55% off)

Moon Hunter (50% off)

Keep the games coming!
#4
Hello, I purchased a medical bed from a interplanetary bulk goods trader, but the beds never appeared. The Silver from this trade showed up and was deduced from my storage, but the medical beds didn't appear.

On the output_log it appears that there's something strange, specially in the last part:
Quote
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Non interceptWallsInt explosive.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Tried to add Cat289546 to ThingOwner but this thing is already in another container. owner=Blue Ape Securities (bulk goods trader), other container owner=null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Faction base has non-world-pawns in its stock. Removing...

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

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#5


This was an odd issue, colonist Sheniff was downed in the door while colonist Don kept shotting. The deers weren't able to pass through the door and other colonists weren't able to shoot through.

I don't have the save file and I wasn't able to reproduce it... I tried doing these steps but it didn't work as intended.

- Put two colonist, one in the door other behind him
- Make both of them shoot at some enemy target
- Down the colonist in the door (do not kill him)
- See if the colonist behind the door can still shoot without the enemy without the enemy reaching him.
#6
Hello everyone,

I'd like to suggest the addition of instances throughout the game. Let's say that you prepare a caravan to go into another part of the world, and to do that you must pass between two mountains. In that passage there is a instanced event that when you enter, you must fight (or pass through) a Warg's den.

This is a instance that shows up in the map with a said icon, and you must manually pass it with your crew, until the exit point. The same can happen with Caves/Mining Spots, Colonies with Faction Leaders, Rivers, etc.

It's just a little flavor that will require a little micromanagement from the players part, but he can always avoid it taking a longer route or something like that.

See you in the Rim!
#7
General Discussion / Taming of insectoids
January 16, 2017, 12:09:58 PM
Did anyone already succeded in taming insectoids? Megaspider, Megascarab or the other?

The Megaspider has a good dps, a extremely fast reproduction and an avarage walkspeed. They look like an amazing attack animal, but I never got to tame one. I think (am not sure) that if you rescue this animal, you can tame it without it being agressive during this time. But I am without acess to my pc so no game for me.

The reason I want something like this is for my base that has a full melee defense system, and animals will play a big part into it.

Big BTW - Dromedarys are actually quite good as combat pets.
#8
After I sent a Caravan off, containing my animal handler and came back, There was no more taming happening in the map. I selected a new creature to tame, and I couldn't left-click it to order the tame of the animal.

If I were to do the same with someone without handling skills, the message "Cannot tame muffalo (animal skill too low)" would appear.

What the circumstances were:

I sent a caravan and it happened after the return of the.
What happened.
No more animal handling would happen nor I could I force it to happen.
What you expected to happen.
To both actions to function.
Steps we can follow to make the bug appear on our machine.
Start the game; Tame a new animal; Send a Caravan; Return; Try to tame a new animal.

Save File: https://www.dropbox.com/s/v4z4odn343z38wb/Rockbass.rws?dl=0
#9
Ideas / Colorblind Problem with World Map
December 20, 2016, 02:50:57 PM
Hey everyone!

This is kind of a personal request, I just fired the new A16 world map to form a caravan and... I spent almost 5 minutes to find my colony in the World and had to ask for someone else come and help me. They spotted the difference right away, but I was unable to do it.

The colors for the "houses/colonies" are Blue, Light blue, and something like purple.

Would it be possible to change the symbol for the colony or make it bigger and in a different color?

Thank you for reading, I hope I'm the only one with this problem!
#11
Off-Topic / Re:Zero kara Hajimeru Isekai Seikatsu
September 19, 2016, 08:45:55 PM
If someone has even remote interest on Japanese Cartoons, Animes, do yourself a favor and go watch Re:Zero kara Hajimeru Isekai Seikatsu.

Really, go.

Just go.
#12
General Discussion / Rimworld Steam Numbers
September 09, 2016, 01:56:43 PM
If someone is wandering how Rimworld is doing after Steam release...


PS: It's on portuguese.

124.644 Steam members with 10.917 players playing it right know. I gotta admit, it's much more than I thought.

Congratz on the devs and the modding community that keeps this game burning!

#13
Bugs / Smelter dosen't have a skill slider
August 04, 2016, 10:06:58 PM
Just came here to say that the Eletric Smelter on the "Smelt metal from slag" dosent have a "Min/Max skill allowed.
#14
Off-Topic / Lan Party for 6 People
August 03, 2016, 02:02:57 PM
Hey guys!

You know those lan Parties where you have the perfect games for 4 people right? And then comes a fifth person and he can't play these games. Guess what, now that guy will bring a girl too!

So I'm looking for 6 players games of every gender to find what games we'll be playing! The LanParty will be in about a month.

What I thought so far:
Finding a MMORPG with 6 players+ party. (We six are huge fans of mmos and would start one from scrap)
FlatOut 2 because DEMOLITION DERBY.
CS-Source because BAM-Headshot

And... that's about it. Not everyone is a fan of RTS, so Age of Empires and Starcraft are out of the table. It's been pretty tough to find a game that supports 6 persons in a co-op or versus.

Thank you Ludeon Forums!
#15
Ideas / Make an Event Log
August 03, 2016, 08:08:38 AM
I would like to suggest making an event log.

After you right click in the letter of an event or see a minor event (A chunk of spaceship has fallen nearby) it just dissapears from the game, having no way to see it again. My suggestion is to make this events appear in a log that you can click on the menu (like History or Research). In that you would be able to see the sequence of events and what happened more easily.

__________________________________
I*Event 1 I Event 1                                 I
I Event 2  I This event Describes something I
I             I that killed you without mercy     I
I             I Happened year 5501, Fall          I
I             I day 11                                   I
____________________________________

Main use I can think about: Step by step tutorial for begginers.

You can actually make a tutorial that will explain the step by step to make your colony start, In the letter/event type. This will allow you to reach a more in depth tutorial that will help newcomers. You could do that right now, but if someone right clicked it the event would be lost.

It will also allow you to see the consistency of event easier, this can also be a tool for devs/modders to balance their events and Storyliners.
#16
Off-Topic / Amazing Soundtracks
July 25, 2016, 10:42:04 AM
What soundtrack did take you by surprise?

I usually listen to anime/games soundtracks when I am working in a project, and recently I started listening to Nickelodeons Avatar Aang & Korra/The Last Airbender. And boy, they did some work on these soundtracks. Amazingly well executed with unexpected rhythms.

There is a bunch of them on youtube, here's the following https://www.youtube.com/watch?v=J7QhIwQVugo&list=PLVoHsV6PNh-_gJvALJtLO1nwja6dIh9dB&index=5

Please, post your favorite soundtracks!
#17
Ideas / Stacks of different stuff
July 20, 2016, 01:43:11 PM
Hello everyone,

I wish to know, Is there a tool to stack itens of different materials/qualities/hitpoints? A function that would allow for a single cell to receive a stack of T-shirts of the same quality/material/hitpoint? If that is possible, will it be possible to stack T-shirts of different qualities/etc?

The one workaround I found this would be the Mod - Quantum Stockpiles.
If I remember right, the quantum stockpiles acted as a multicell stockpile condensed in one cell. This allows the itens being throw on a single cell and stacking up regardless of the type.

If this is refined, we might get something pretty good out of it, for example:

- Wardrobes - Possible to stack 5 - 15 counts; clothes of any kind, hats count as 1, shirts/pants as 2, parkas as 3. Single cell or 2 cell, would help tiding up a colony. When you right-clicked, shows multiple clothes to be equipped.

- Armory cabinet - Similar to the weapon rack, but has the capacity to store more weapons/armors. Also has a count, some weapons count as 1, others as 3. When you right-clicked, shows multiple weapons to be equipped.

- Folding - Kinda works oposite to the other two, but can be done, a hauler can "fold" clothes together, making a single cell stack of clothes on the floor. Has a count too.

On this same line of thought, many foods/resources could have composite shelves/barrels/friedge (to store meals).

Something like that needs to be implemented on the game, but I don't know how the game reacts to this stacks.
#18
Off-Topic / Support dihydrogen monoxide awareness!
July 19, 2016, 10:22:43 AM


Beware
#19
Off-Topic / Sonic Humble Bundle
June 21, 2016, 02:58:54 PM
So... I've stopped following the Sonic game after werewolves and cars.

But right now, Humble Bundle throwns a 25 year sonic bundle.

https://www.humblebundle.com/sonic-25th-anniversary-bundle?linkID=&mcID=102:576325ba486e549340533c70:ot:56c3d7db733462ca893ef7b0:1&utm_source=Humble+Bundle+Newsletter&utm_medium=email&utm_campaign=2016_06_21_Humble_Sonic_25th_Anniversary_Bundle&utm_content=hero_cta_button

On this note, does someone knows if this sonic games are goods or worth it?
#20
I would first ask for someone to reproduce it, I deactivated my mods but the result was the same.

When building power conduits and floors, the builder dosen't take the max amount to the construction. When you force him to do that, he says "Hauling 56 steel to blueprint" but when he arrives at the material he only takes 9.

I forgot to take a screenshot of Miller health, but he only have a scratch in the torso. No one else was building, only Miller. Besides the conduits, there was a geothermal generator blueprint.

Here's the screenshots and the output_log.

When ordered
http://imgur.com/qi3kyXH
When materials were taken
http://imgur.com/N9qx3VY
Mods I run my game with
http://imgur.com/jVJYFqF

If this was already notified, please ignore and lock this post.


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