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Topics - cheetah2003

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1
Support / [A17b] Flickering
« on: August 07, 2017, 05:59:51 PM »
In the latest version, I'm noticing some screen flicker.  It's not really bad, but it's there, some page-flipping flicker from the looks of it.  It's mildly annoying.  Might check into it.

Configuration:  Windows 10 Pro, Intel Core i7-2600, 16GB RAM, NVIDIA 960, Steam-edition.

2
Bugs / [A16] Steam mods won't download
« on: January 19, 2017, 08:13:24 PM »
As of today when I load up RimWorld, none of my Steam workshop mods work anymore, they just say 'Downloading...' in the modlist perpetually.  Totally breaks my game, guess I'm going to have to put all the mods in by hand.  This is super lame.

3
Outdated / [A16] Concrete (from Industrialisation)
« on: January 14, 2017, 03:13:49 PM »
OK so all I've done here is take the concrete stuff out of Industrialisation and make a standalone mod for just concrete.

Additionally, I modded the strength of concrete substantially higher, and made it cost 1 stone chunk and 1 steel (like it used to long ago.)

You can tweak the mod if you don't like that.

Credit to eatKenny for original Industrialisation.  I used alternate textures from a hi-res texture pack I got back in Alpha 9, but I don't know who posted it originally.  But credit to whoever did.  Wasn't me.

Might put on Steam workshop later, for now:  http://www.pkunk.net/rimworld/Concrete A16.zip

4
Might want to look into colonist randomization.  I got a colonist that was a doctor by career backstory (forget the exact story, was like +6 to medicine), but his childhood backstory prevented Doctoring, so I had a Doctor who couldn't tend to others despite his career backstory giving him a huge bonus to medicine.  Sadly, I killed him off, so I can't provide a screenshot, but trust me, this happened.

5
Bugs / [A16] Migrating animals still migrate even after tamed
« on: January 09, 2017, 09:52:33 PM »
Basically, some muffalo were on the move, heading toward a map edge.  One my colonists caught up with one and tamed it.  But it still left the map.

6
Ideas / Abrupt Heat Wave/Cold Spell endings
« on: August 06, 2016, 07:40:52 PM »
Not really sure if this qualifies as a 'bug', so putting it here.

Seems that when a heat wave/cold spell comes on, the temperature gradually worsens (gets really hot/cold), but when these two events end, the temperature suddenly changes to a more appropriate level for the current season.  Shouldn't it gradually return to 'normal' rather than change abruptly?

7
Bugs / Room not being 'enclosed' under certain circumstances
« on: July 31, 2016, 12:51:02 AM »
In this screen shot, the room where 'Green' appears inside of, I've had this room get screwy a few times.  Once, a prisoner broke down the door and escaped.  When I rebuilt the door, it considered the room to be part of 'outside.' More curiously, the beauty display and room readout were not reporting on the room's tiles at all.


Knocking down one of the wooden walls and rebuilding it make the room function properly again.  In a second instance, when I mined out the right side for a door into the interior of the base, and built the door, it again was no being counted as an enclosed room.  Knocking down one of the wooden walls and rebuilding fixed it.

I have many mods installed, so I'm not sure if any of those are creating the bug, or if it's a core game flaw.

Mods in use:
Code: [Select]
<meta>
<gameVersion>0.14.1249 rev942</gameVersion>
<modNames>
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>EdB Prepare Carefully</li>
<li>Mad Skills</li>
<li>Industrialisation</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>RT Quantum Storage</li>
<li>RT Fuse</li>
<li>PowerSwitch</li>
<li>Ceiling Lights</li>
<li>Big Batteries</li>
<li>ED-OmniGel</li>
<li>ExtendedMedicine</li>
<li>ED-Embrasures</li>
<li>ExtendedStorage</li>
<li>Fences v1.01</li>
<li>Hospitality</li>
<li>Mending</li>
<li>No Raid Storyteller v1.02</li>
<li>Recycle</li>
<li>RTGs v1.15</li>
<li>Auto Equip</li>
</modNames>

8
Ideas / Steam updates disable all mods
« on: July 29, 2016, 09:52:43 PM »
There was a Steam issued update (14e I believe?) today.  Great that the updater is working.  That was a huge thing I was wanting from the Steam release, no need to go and re-download the game, unpack it, and all that jazz.

Alas, there is one annoying thing.. when the Steam update goes in, it automatically disables all my mods and scrambles their order from how I had them.  While it's not the end of the world, it is really annoying to have to go enable every mod and arrange them correctly again.

So perhaps in the next update you can address this so mods stay as they're set.  At least with minor updates.  At the very least, it would be nice if they stayed in the order they were arranged so you can just tick them all enabled again.

9
Ideas / True builder mode
« on: March 07, 2015, 11:55:50 PM »
Needs to be an ingame option to enable/disable events from occurring for those of us who just wanna sandbox all the way and get no events (good or bad.)

10
Ideas / Add assign colonist to bills
« on: March 07, 2015, 11:54:41 PM »
When you make a bill in a particular crafting station, it would be nice to have it be able to limit to only certain colonists.  So like, you could assign your best crafter to make tailored items, while your lesser crafters could be restricted to just cutting stone or making weapons for practice.  The bill interface seems the best place to put this so each crafting bill can be assigned to specific colonists.

11
Ideas / Game speed
« on: March 07, 2015, 11:52:53 PM »
Suggestion:  Make the game speed more flexible.  Like maybe a scale from 0 being normal to -10 being VERY slow and +10 being VERY fast and controls to turn speed up and down.  This would be better than just 3 speeds.

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