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Topics - Florius

#1
Hi,

So I attacked a hunters camp with 2 colonists, but one of my colonist got downed due to frostbite/freezing.
I continued to attack with the other colonist, and he got downed due to damage.

I got 'kicked' out of the map and a message appeared the colonists were captured.

After half a day I got a message "Caravan meeting by Frost's caravan", the event that you can trade, attack or move on.
Which I found weird because my colonists all got lost and I got no other caravan.
I checked the world map and found the caravan, but it doesn't contain anything, no item, no colonist, nothing..

Please see the world map a bit left-up of my colony for the empty caravan.
You can also see the messages. Since it's permadeath I got no clue how to reproduce this, but hopefully this helps at least something.
Save game: https://drive.google.com/file/d/1lW2un1xBT4Y6Qrm3bNuT8mXiArWeit4Z/view?usp=sharing
#2
Modpack:
As per request: this modpack contains a few of the (to me at least) essential mods to play Rimworld. I did not make any of these mods, the full credits go to all the mod creators. Please support the mod creators by letting them know you appreciate the mod, so they continue developing them for future Rimworld releases!
I hope this helps the beginners, because you can easily get overwhelmed by all the mods that are out there, and also for the more experienced!

My mod pack relies on Community Core Library v0.13.1.
Please download the mod to use the full functionality of my mod pack! 

The modpack version 2.4 for Alpha 13 contains:
AllowTool version 1.3 by UnlimitedHugs
(updated) EdB Colonist Bar version 0.13.0.3 by EdB
EdB Prepare Carefully version 1.11.beta1 by EdB
Colony Manager V2 version 0.13.0.1 by Fluffy (l2032)
Enhanched Tabs version 0.13.0.1 by Fluffy (l2032)
(new) Follow Me! v1 by Fluffy (l2032)
(new) Medical Info v1a by Fluffy (l2032)
(new) Blueprints v1.1 by Fluffy (l2032)
(new) Fluffy Relations v1 by Fluffy (l2032)
Numbers! version 0.4.1-A13 by koisama
Pawn State Icons by Sadler, updated to A12d by Vuursteen
VeinMiner by Gentz and JuliaEllie
(new) Stonecutting Tweak version 1.02 by ItchyFlea
(will be in future releases, as it first needs to be updated with the new CCL) Storage Search version 1.0 by meonester

Download link for version 2.4 (Alpha 13):
Click here for release 2.4 for Alpha 13!

==========================================



Please note that this modpack does require Community Core Library which can be found here!
The modpack version 1.2 for Alpha 12d contains:
AllowTool version 1.1 by UnlimitedHugs
Auto Equip version v013 by Soulkata
Auto Seller version v1.1.0 by Supes
Community Core Library v0.12.4 by RWCCLTeam
Colony Manager V2 by Fluffy (l2032)
Enhanched Tabs v5d by Fluffy (l2032)
EdB Interface UI v3.1.2 by EdB
EdB Prepare Carefully version 1.10.1 by EdB
Numbers! version 0.3 by koisama
Pawn State Icons by Sadler, updated to A12d by Vuursteen
Storage Search version 1.0 by meonester
VeinMiner by Gentz and JuliaEllie

Download link for version 1.2 (Alpha 12d):
Click here for release 3.0 for Alpha 12d!
Mirror

Release versions:
Release 1.0 30-12-2015: First release
Release 1.1 31-12-2015: Added CCL version 0.12.4.
Release 1.2 02-01-2016: Removed CCL, added AllowTool version 1.1
Release 2.0 15-04-2016: Updated a bunch of mods, and Alpha 13 version added!
Release 2.1 16-04-2016: Added 4 new mods, more to come soon!
Release 2.2 17-04-2016: Added Stonecutting tweak
Release 2.3 23-04-2016: Removed StorageSearch (first needs to be updated to CCL) and HaulPriority (incompatible)
Release 2.4 24-04-2016: Removed EdBinterfaces.dll, no more double colonist bar!

Last note:
Note for release version 2.*, this mod contains beta versions of certain mods, and will be regularly updated as new versions will be released.
If there are any requests, please let me know.


Please load EdB Interface Mod as first, to prevent issues with mod compatibility. If you have any further questions about the mod pack, please do not hesitate to contact me. If there are any questions about the mods them self, I am able to answer most questions, or the mod creators are always kind enough to help!

I did not change anything about all the mods that are included in the pack. They are all clean downloads from the modder's topics!
#3
General Discussion / Switching between storytellers
December 27, 2015, 07:45:05 PM
Hi guys! I often like to relax, have a raid once in a while, and when I got something decent going on I'd like to play the storyteller on extreme.
But in alpha 10 (or 11?) there was a bug when you switched to randy random. Then he doesn't send any raids anymore. Is this still an issue in Alpha 12 that anyone is aware of?
#4
General Discussion / More raids?
December 18, 2015, 10:19:52 AM
Hi guys,

I've played several games where I've had 17+ colonists, and quite a base.
However, after a while there just don't come any more raids. Is there any way to force the story teller to send more raids in a random way, not the development way?
It's not just this game that raids don't seem to happen anymore, I've had at least three, and it gets quite borring this way.
#5
Bugs / Heat wave and cold snap?
November 27, 2015, 01:54:21 PM
Okay, I am confused... Should it be warm or cold now?
I have both a heat wave, and a cold snap?
The heat wave started August the 6th, and the cold snap the 8th of august?

(And a toxic fallout, and why not, even a eclipse, but that's why I love Rimworld!)
#6
Bugs / Small typo in art
September 13, 2015, 04:59:54 PM
Please see http://puu.sh/kag1u/b4a7e49d8c.jpg.
Smalltown should probably be small town.
#7
General Discussion / Grass not growing back?
September 13, 2015, 04:22:34 PM
I'm not sure if this is a bug or just something missing or whatever, but I noticed that in 2 games I had poisoned ships, and after that the grass died, which I read in the changelog. That's all fine and fun, but after I destroyed the ships, the grass hasn't grown back yet. And I am playing for 2+ (in game!) years!
So is it a bug, or...?
#8
General Discussion / How much power does your colony use?
September 13, 2015, 11:13:12 AM
Can you anywhere find how much power your colony uses?
#9
General Discussion / Story teller not sending raids
September 10, 2015, 07:21:11 AM
Alright, I was aware of the bug in Alpha 10 that when you change story teller, they won't send raids anymore. And this was especially the case in Randy.

But in Alpha 11 I was able to change the difficulty without any problems. Now in Alpha 12 it seems to be a problem again. I changed Cassandra to free play since I had a poisoned ship, and am quite wealthy, but do not have a lot of of colonists. So I got rid of the ship pretty easily. Now I have been playing for a hour, and I haven't had a raid ever since. The only thing I get are visitors and trading ships... Is there a way to fix this without starting over?
#10
Mods / [Mod Request] Different colours for plan
September 09, 2015, 06:45:54 AM
Hi guys! I am someone who likes to plan his place carefully. However because there is only one plan colour, (transparant white) it makes things quite complicated. Is it possible to get more colours?
#11
Bugs / [Grammer error] Growing season
September 07, 2015, 07:05:52 PM
Hi,

Just noticed this: http://puu.sh/k3ALl/c228f96aec.jpg
"Growing season here now", shouldn't be it "is here now"?

(I apologize if this is correct, English isn't my first language.
#12
General Discussion / How to give prisoners clothing?
September 04, 2015, 11:22:30 AM
Hi guys! Title is quite self explanatory, because I captured a naked raider which I'd like to recruit, but he has quite a low chance, because of his mood... Any way to get rid of the naked mood for prisoners?
#13
Mods / Copy bills
September 04, 2015, 12:26:01 AM
Hi guys! I have another request, and I hope someone can do this, because it is rather anoying.

Is it possible to get a mod that copies all the bills from a certain workshop (for example cooking stove) because most of the time I have multiple cooking stoves, and I hate to adjust all the bills everytime!
And this is also for many other production areas, like the crematorium and smelter!
#14
Mods / What about a compare weapons mod?
September 02, 2015, 10:44:19 PM
I am a player who loves mod, especially when it comes to weapons! I really like all sorts of weapons extra in the game. However one of the things I don't like about Rimworld is that you are not able to compare weapons.

Is it possible (with the game limits and HUD) to create a mod where you can compare weapons?
Sadly I am not a programmer, I wish I was, but if someone could do this, that would be awesome.
#15
Bugs / 857: Colonists won't sleep in bed?
August 21, 2015, 11:31:37 AM
I am running a few mods, nothing big like medieval mod, edB interface etc. But I have a few colonists that refuse to sleep in the newly build bedroom I got them, and they decided to rather sleep on the floor. I have the bed assigned to them, and when I recruit and un-recruit them they just go sleep on the floor again. The beds are in the home zone however, and all home zones are connected.

I can include a savegame file if required.
#16
Hi guys! I just noticed that Alpha 11 has been released. But I have been wondering, did Tynan fix the bug that causes the lag when colonists clean?
I PM'd him about this and he said he has a new algoritm, but didn't see it in the changelog...