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Topics - The_Hat

#1
General Discussion / Can't load 1.1 map
March 08, 2020, 09:03:13 PM
So I was building a massive castle and today my saved game suddenly doesn't load. It gets hung up and crashes at the map loading part. I don't get any error messages, just an obnoxious white box with a Rimworld symbol and a red exclamation mark. I know it's not my mod list order because I can still start a new game without issues. Incidentally, hugslib has recently begun showing up on my mod list in red, but this started a few days ago and I ignored it because it didn't seem to be causing any problems (yes, I know where hugslib belongs on the list; this isn't that).

I'm starting to suspect that today's round of updates has corrupted my save game. Is there any way to recover?
#2
General Discussion / Attention to all modmakers.
February 27, 2020, 03:51:48 AM
I understand how 1.1 has everyone getting the heeby-jeebies, but the last day of new releases spawned another batch of mod updates that not only destroy compatibility with my save altogether but does Rimworld players in the middle of a big game such of mine a reprehensible injustice and gross disservice. Right now, I can only not plant crops due to the absence of two mods (THAT DON'T EVEN HAVE DEPENDENCIES!!!!!). In the near future, I assume that my supercolony will be borked altogether, simply because more and more modmakers lack the common courtesy to make their 1.0 versions still available to the public. I mean, it wouldn't kill you. After all, you can still find a few 0.18 versions of mods out there if you look. And now you want to tell me that you're completely forsaking 1.0 simply because a new version that will remain buggy as hell for another several weeks, if not months has caught your fancy?

I implore you. Give 1.1 all the attention you want, I don't care. But don't eliminate your 1.0 versions on the simple basis that 1.1 could (and I emphasize "could") be better.
#3
General Discussion / Plant Human mod for 1.0
February 26, 2020, 08:06:59 PM
This 1.1 nonsense is forcing me to race to snatch up 1.0 mods from wherever I can, since a handful of Steam authors have been less than forthcoming with making their 1.1 updates backwards compatible. One mod that I have had no luck with is Plant Human. It's not on Rimworld Base, and the only place I have seemingly found it is on some Russian site, but the download button doesn't work. At this point, it is the only mod out of my list of 243 mods preventing me from continuing my current game. It's kind of crucial to the whole situation, is there anywhere I can find it?
#4
Support / Question about A1000 mod
April 04, 2019, 12:14:51 AM
How does one add extensions to the rifle? Right now, I have four different rifles and a bunch of bayonets, laser scopes, grips, etc., with no clear way on how to add them to the guns.
#5
Support / Wardens refuse to feed prisoners nutrient paste
February 26, 2019, 04:01:09 AM
I just encountered a caravan from which I brought 50+ nutrient paste meals. I switched all of my prisoner food restrictions to "paste," yet my wardens continue to feed them with simple meals. Installing a nutrient paste dispenser in the cells is not an option, as it would disrupt other rooms I would rather not disrupt.

I defined stockpile zones containing only nutrient paste meals as a short term solution, but without refrigeration, the meals will expire before the prisoners have time to eat all of them. Is this seriously a glitch, or is there something I'm just overlooking?
#6
Mods / [mod request] 2.5D?
February 16, 2019, 05:30:18 AM
I was looking at a similarly themed mod for Terraria, and got to thinking about something that gives an angled view of structures, objects and perhaps even pawns in Rimworld. Would something like this even be possible?
#7
Stories / The Story of Installation One
February 03, 2019, 03:59:43 AM
After a god mode base with 65 inhabitants immediately became more afflicted with low framerate than I would have liked, I present to you my newest creation: Installation One! I may or may not stick with it over the long haul, depending on when I get bored...

Our brave starting colonists are as follows:

-Jon Riker, age 70. An undergrounder who hates dumb labor, Jon is strong in cooking, growing, mining and animals. His right ring finger is prosthetic, adding to his manipulation. The senior statesman of Installation One.

-Jake Griffiths, age 50. Strong in a variety of stats, including shooting, medicine, mining, social, intellectual, animals and crafting, Griffiths is sanguine and a careful shooter. He is also a compulsive liar, so it should be interesting how he gets along with the other colonists. He has a scar on his head that renders him ugly to others, but the hyporegulator in his brain boosts his manipulation and focus.

-Alyssa "Sparkles" Orchard, age 22. Sparkles' strengths are in construction, crafting and artistic. She is imbued with the bloodlust trait, and loves standing out in the rain until she gets chills.

-Diamond, our miniature schnauzer, age 3, incapable of little other than eating, sleeping...and well, eating and sleeping.

Aprimay 5500

We landed in a temperate forest at the very edge of a desert biome, near a closed in rock formation that should offer good protection against tribals (our base is located within a few tiles of one, so we expect to see some combat) and manhunting animal packs. The first order of business is to close ourselves in; the next is to build temporary shelters while Griffiths works on mining us some livable rooms. I notice a meadow ave puking in the leaves as advanced kidney disease sets in.

On the 5th of Aprimay, a large transport pod crashes to the south of camp. I choose to leave it alone for now, as my colonists have more important things to worry about. Later on the day, a rift opens up, setting a poor bunny on fire.

Sparkles endures the hoots and catcalls of men twice her age as they ogle her and blow kisses. Griffiths is the first to make a move on her when he compliments her fighting methods. Sparkles understandably rejects the advance.

Griffiths and Sparkles spend all day on the 6th saving an assortment of vegetables from hungry muffalos on the other end of the map when a pod drops them there. A heatwave starts up on the 7th, but we have already finished a ramshackle structure that will serve as our barracks while the caves are opened up. I have Sparkles set up a single passive cooler so that the three colonists can sleep in comfortable temperatures.

By the 8th, colonists are talking about wanting to imbibe beer. It is way too early to worry about mass producing alcohol.

Our useless schnauzer becomes afflicted with the flu on the 10th. We spend what little herbal medicine we have scratched out of the earth in order to treat him. Doggy sleeps in an animal sleeping spot in our meager kitchen until he overcomes the ordeal. Later in the day, a group of about four or five border collies descend onto base, eager to demolish our food stocks. Jon is up half the night slaughtering dogs.

On the 11th, a useful looking fellow named Knapp lands far to the north of base. I send Griffiths out to rescue him, even though night is descending and he's likely to be out there walking until it gets light. But Knapp gets up of his own accord when Griffiths has almost reached him and begins patching up his injuries, or he tries to, before collapsing. I send Griffiths back to bed, and Knapp dies of infection the following day. It's too bad; we could have used an additional miner.

On the 12th, we get a mining trader, but they have nothing we need (or can really afford). Griffiths feeds Diamond the last of our dog meat on the 13th.

Later on the 13th, our first wanderer joins. Her name is Takuma Takahashi, she's 19 and so is next to useless, but I get her started on harvesting from our garden because our main gardener, Jon, is too busy with the cooking. Speaking of Jon, he butchers the last of the border collies (Showoff, who I allowed to live longer than the others mostly because of the stupid name) right in front of Sparkles, who is trying to enjoy a game of horseshoes when she is sprayed in the face by blood from Showoff's severed arteries as the useless canine breathes its last.

We pick up some minor provisions from a pair of traders, who reach our gate fortunately before a maddened rat can get to them.

On the 14th, Takuma becomes our first colonist to become afflicted with a mental break, angry as she is over having to pluck potatoes out of the ground in absolute darkness. Fortunately, she's only apathetic, so she still observes her physical requirements for nourishment and slumber.

Jon flirts with Sparkles by making a statement about the funny way Sparkles apparently walks on the 15th. Sparkles, who has finished most of her building obligations and is now crafting limestone blocks at the stonecutting table, pays little attention to him.   

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#8
Stories / Story Time With The Hat!!
November 01, 2018, 11:02:51 PM
I am The Hat, and I play Rimworld. Rather than bore you to tears with the obligatory, "YAHYAHRIMWORLD IS DA BEST GAME EVAAAAA!!!!" rant, I will get straight to the point with my rather cool playthrough. I am currently starting my fourth year of squishing as many colonists as I can in an impenetrable mountain fortress. The storyteller is Randy Random. I start out with the peaceful setting (don't laugh), as the main point is to actually build a base, and for me, nothing ever seems to get done when the difficulty is set any higher. Although at the phase of the story I am currently at I have it set to base builder.

Let's begin:

First Season: Aprimay 5500

We will begin with three colonists. Norda Sullivan is a 36 year old female skilled in shooting, medicine and plants. Her traits are psychopath, sanguine, and hates dumb labor, which is part of a mod I'm using.

Brian "Khan" Furr, despite the name, is a woman. She's good with animals and intellectual, despite her age of 19, because one of her traits is "quantum aberration." Her other traits are careful shooter and creepy breathing. Her continuous wheezing will undoubtedly put off even the friendliest of colonists.

Elida Watts, an iron-willed undergrounder, she is good in shooting, construction and mining. Of the three, Elida will be the most crucial to the early growth of our colony.

So we land on a peculiar red planet. Our pet is this useless Iguana that I'd butcher straight out for food if it wouldn't upset Khan. Sullivan is tasked with making a garden. In her spare time, she cooks animals we kill on an open campfire. Between bouts of vomiting, Elida builds a mine for easy steel and then starts digging into the mountain. This will be our home. Because there are no other significant tasks, Khan busies herself by hauling to a short term stockpile zone.

Some early hijinks ensue when a group of hungry ferralisks (these six-legged spider things) take an interest in our packaged survival meals. We kill three of them. Elida is bitten, but Sullivan has access to good medicine. The toxic buildup from the creature's venom poses a concern, but she's expected to recover.

We spend the first few nights lying in sleeping bags near the fire. I prioritize the meals Sullivan is making over the packaged meals because the former spoils first. It turns out that no one likes bug meat. Also, Sullivan's cooking skill is a piddly 3.

The camp is attacked by a piddly squirrel. Khan easily stabs it to death. The only other interesting development of note is a chunk of obsidian that fell from the sky and landed on a poor turtle.

More to come.

 

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