Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - omatkoicorko

#1
Hi, im pathetic when it comes to make graphics. So i need to ask for help. Is someone here that could make me an armor similar to armor in attachment?

Cheers
#2
hi,

do you remember airwolf tv series? base for it was inside of mountain. but without roof, so i was thinking, like bases in Rimworld inside mountains are so popular:
if you have base inside mountain and you want pods or you have SRTS Expanded mod which is awesome, you need to have unroofed space inside mountain. but that also possibility for computer to throw drop pods there. so you are not save and whole idea of mountain base disappear. but if we have roof that prevents from drops and it would open and close automatically after ship starts lands / our droppods start etc.

and base would be save
#3
hi,

we have quite a number of medieval mods, but none of them adds cool Neutral / Human Gates. warhammer dwarves mod adds currently broken gates, but they are dwarven. there was lord of the rings, but same here, Dwarven and Elven Gates, no similar but human or Neutral graphic Gates.

also there is plenty of industrial and spacer armor mods, but not many medieval fantasy armors, like from witcher i.e.
maybe someone talented with take care of this i hope

cheers
#4
Mods / question - any reform caravan timer mod?
September 15, 2019, 05:12:54 PM
hi,

any option or mod for adjusting this time counter? sometimes it is to much of things to deconstruct in enemy base
#5
Mods / [mod request] Stealth
August 24, 2019, 05:47:46 AM
Hi,

So is there any way to make a Stealth mod, that will allow to go invisible for enemy eyes? Something like that would be awesom when attacking enemy base, so mortars wont shoot you at the moment when you enter map. That also could introduce silent kills, silencers etc.
#6
Mods / [request / question] eat spoil food priority
February 25, 2019, 12:29:43 PM
is there any mod, that will force pawns to eat food that will spoils faster than other? so when we have food that will spoil in 1 day and 4 day, they will eat food that will spoil in 1 day before anything else
#7
Mods / [request] Witcher armor
January 28, 2019, 06:26:44 PM
hi,

im really bad in such art, so i have to ask better then me in that. could someone make Ursine armor from witcher 3?

regards.
#8
hi, so i dont know where to start to resolve that issue, maybe someone knows what it is about? it happened after incident (help needed)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PlayerItemAccessibilityUtility.CacheAccessibleThings (Int32 nearTile) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.Accessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.PossiblyAccessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__0 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__1 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[ThingDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[ThingDef] (IEnumerable`1 source, Verse.ThingDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryFindRandomRequestedThingDef (Verse.Map map, Verse.ThingDef& thingDef, System.Int32& count) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryGenerateTradeRequest (RimWorld.Planet.TradeRequestComp target, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#9
hi, so i dont know where to start to resolve that issue, maybe someone knows what it is about? it happened after incident (help needed)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PlayerItemAccessibilityUtility.CacheAccessibleThings (Int32 nearTile) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.Accessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.PossiblyAccessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__0 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__1 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[ThingDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[ThingDef] (IEnumerable`1 source, Verse.ThingDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryFindRandomRequestedThingDef (Verse.Map map, Verse.ThingDef& thingDef, System.Int32& count) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryGenerateTradeRequest (RimWorld.Planet.TradeRequestComp target, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#10
Mods / [MOD REQUEST] LOW - Medieval Tech
December 29, 2018, 08:12:50 AM
hi,

there is LOW TECH mod but works only for A18, no-one is going to update it. and it was the best mod when it comes to play with Medieval mod. it disabled higher than medieval techs, moved things from industrial tech if something could fit lower era. disabled sieges and all higher tech for pirates and other pawns on created world.

but without it there is no point to play any medieval game... so we need it! :0
#11
Help / making shields some defs that i dont understand
January 11, 2018, 05:12:27 PM
hi,

i want to make medieval shields with functions like parry or deflection. as far as i know deflection is possible thanks to JT, but i have problem to understand it without tutorials or sth... also i have found def stat liek       <MeleeParryChance>1.0</MeleeParryChance> researching "combat extended, but this is also a problematic thing for me, maybe you know how to start with this?

rest like creating apparel is quite easy
#12
hi,

im playing medieval version of the game (cool mods btw) but thats what i have found:

our pawns can attack whatever is near if behavior is set for aggressive, but while drafted they are standing still, while ranged pawn attack on sight. why not to make melee attack on sight while drafted? if someone want them to be still, it should be a button to change behavior, like stand still or move and attack on sight while drafted.

also sometimes i have few pawns under control, but it is impossible to order all selected to attack one target, it need to be done one by one. we should get such possibility like in RTS games because while drafted we have full control of pawn.

regards.
#13
Bugs / [B18] Traders caravan cant leave...
December 31, 2017, 08:21:01 AM
they start to moving all around you place in pack but they wont move to nearest exit, its more as they are searching such exit near home area. i have base in mountain, so i checked using developer tools if there is any exit somewhere in mountain just to check as someone suggested me, to check for blocked routs. but all borders near base were blocked with rocks that mean there is no place near by that they could use, so it looks like they are searching for such place. they left when i have made such passage in my base from "home" area to border where i made a hole.
#14
Ideas / new task for marines assassins etc.
December 30, 2015, 08:00:43 AM
hi,

i just have only one idea... probably all of us got one or more (i got plenty) settlers that are assassins or some kind of military guy that cant do any other work or is just very poor at it. so why not a guarding or something similar ?

i would see a watch tower with assassin inside that would guard entrance, before we will research automatic guns. also watchtower would add to range of a gun.

or at least patrols or any other militaristic tasks to do. it would be really cool.
#15
Bugs / performance with more than 3 colonists idle
December 18, 2015, 04:01:19 AM
hi,

i dont know if we can call it a bug, but for sure it is very annoying.
when in late game most things are done and in one moment my colonists are idle and are searching for new this to do, performance drastically drop. from 60fps to 20 or even less sometimes. but it happens only when colonists are idle in number more than 2-3, as all of them are running scripts to find a job

and while im trying to find a job for them, it is not possible for all of them ;)
i think this is major thing that need to be polished.
#16
Bugs / spike lag
July 03, 2015, 05:07:57 PM
hi,

i have spike lag each time my colonist are idle, it is ok when 2 are idle, but for a few moments i had like 10 colonists idle, and then huge lag appears, when it bed time (nighty nights ;) game run smoothly, when they have job, maybe sometime lag happen on largest map, but my pc cant handle 10 idle colonists

regards.