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Messages - RayvenQ

#1
Had a quick search of the thread to see if it's been mentioned, have you considered (or rather, I suppose the question is more is it possible/worth doing) having it so that the Water Butts fill up slowly when it rains?
#2
It's somewhat annoying that if you create a caravan without any pack animals in the caravan just collect all the items and head off, with pack animals, they load the items individually, I'm personally a bit mystified as to why they do that rather than collect everything they need all at once (like they do without pack animals) and THEN load it onto the animals, instead of grabbing one type of item at a time to load it.
#3
Quote from: Seriously Unserious on June 04, 2017, 02:35:44 AM
I was happily playing a game when Steam decided to force an update to my A17 game, and then it turned off all my mods, and after spending over an hour getting them all turned back on again in the right order to get my saved game back up and running, I find the updates broke my save anyways! GRR!

So I had to restart my game and would like to get the area around where I'm starting at least somewhat similar to my broken game. I'm using the same random seed as before, but now the game keeps making the map different and with a lot fewer faction bases around then before, which in and of itself seems weird as the same random seed should create the same map. Anyways, I've tried for the past hour searching for any mods or anything at all about how to edit the world map and got nothing. According to both Google and Yahoo, apparently nobody else has ever asked this question before in the history of Rimworld. So I'm asking it now.

Can I edit the world map to get the roads and factions roughly like they were from my last save so I can restart that same scenario in much the same conditions as before? I'm not looking to cheat, just recreate the same start as I had before so I can get a fresh start on a ruined save.

For future reference, your savefile will contain a list of active mods when it was saved, so whenever the game gets updated and your mods blanked, just open up the savefile in a text editor, copy the modlist and paste it into your modconfig.xml
#4
If you go into the scenario editor and go into Edit mode, you can add stat multipliers to do what you're wanting and fiddle with the percentages until you're happy.
#5
Penoxyciline taken after contracting the disease (whether its visible or not, incase you've not got enough to take constantly) will give your colonists a boost to their immunity and thus give them a fighting chance.
#6
General Discussion / Re: Are there "Forbidden Zones"?
December 22, 2016, 04:20:50 PM
You will have to make seperate areas for each colony types that allows areas except for a few spots BUT there's a fairly simple way of doing it, Create a new zone, place it in the area you don't want people going to, then in the manage areas menu, just click invert, and it'll inverse the zone you placed making it everywhere but that zone you marked, those people will be allowed.
#7
General Discussion / Re: Difficulty question
December 22, 2016, 08:41:15 AM
You don't even need to mod it, if you select the Crashlanded Scenario, select Scenario Editor, click the X next to Edit mode to enable it and Add Part>Disable Incident You can disable any of the events you want. Enemy raid is in there as an event that can be disabled.
#8
General Discussion / Re: "Repair" Needed or not?
December 22, 2016, 08:02:03 AM
The mod that will probably do what you want Calahan, will be Fluffy's work tab, since that not only adds better easeability of use to the work tab, but also, it also has a mode that has each individual job type, with their own priority box.  Which is actually kinda awesome and I'm not a person who likes to super micro everything but it can be very useful.

But yes +1 to repair needing to be a seperate priority.
#9
General Discussion / Re: Alpha 16! Discuss.
December 20, 2016, 02:58:21 PM
Though it is good that it boosts the immunity, post infection, to the point where it can make it much more survivable.
#10
General Discussion / Re: Alpha 16! Discuss.
December 20, 2016, 12:29:00 PM
Something I noticed today

Caveat Here that the save I found this on was created on Unstable, though i observed this behaviour also while playing on the release version, though whether it got patched or changed between the latest unstable and the release I'm not sure.

I had 3 pawns come down with plague, so I savescummed, gave all my colonists Penoxycyline and waited for the event to happen again, and it did, the same 3 got the plague (which Penoxycyline didn't actually block) However, I noticed that with my undrugged colonists, the percentages of plague infection vs immunity, were heavily off, it didn't take long for the plague to turn major, while my colonists immunity was still pretty low. The second time around however, when they have Penoxycyline in their system, their Immunity was pretty high (something around 60%) this time while the plague infection stayed the same.

I also confirmed this playing on the A16 release, except this time, I hadn't taken Penoxycyline beforehand, but once i did, my infected colonists immunity jumped up to around 60% right away.

tl:dr Penoxycyline acts like an antibiotic, not preventing illnesses (at least with plague, not sure about the others) but making your colonists immunity boosted when on the drug.
#11
Awesome, or if not a zoom to function, a "hide all except my colony" tick mark, that way its easier to spot your colonies if you have multiple. I did however like the event that caused me to get lost in the world screen, you probably know which one.

Thanks for all the little quality of life changes you've made, the time until bleed to death is very helpful.
#12
Having got a notification that needed me to check out the world map, I discovered that perhaps we need a "Zoom to own colony" button as I seem unable to find my own colony on the map now in order to send out a caravan
#13
Quote from: Kapun on November 12, 2016, 10:21:21 AM
I am probably being blind but how do you craft ammo? Loading bench doesnt do anything. It has no bill options. What is it for?
A guide would be nice...
Bug report: If you right click ammo on the ground 1 of the options is  CR_PickUpHalf and the ammo type's name

I have the same, not being able  to craft ammo, at first I thought it might have been a conflict, but then i made a fresh world with just Core and Combat Realism enabled andthe same thing happens.

Update: I've had a poke around in the files, Neolithic and Hand Grenades are able to be manufactured, but poking around in the RecipeDefs_Ammo the Recipes_AmmoNeolithic.xml and the  Recipes_HandGrenades.xml has

<RecipeDef Name="AmmoRecipeNeolithicBase" Abstract="true">
    <workSpeedStat>SmithingSpeed</workSpeedStat>
    <effectWorking>Cook</effectWorking>
    <soundWorking>Recipe_Machining</soundWorking>
    <allowMixingIngredients>true</allowMixingIngredients>
    <workAmount>2000</workAmount>
    <workSkill>Crafting</workSkill>
    <targetCountAdjustment>500</targetCountAdjustment>
<recipeUsers>
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
  </RecipeDef>


and <RecipeDef ParentName="AmmoRecipeBase" Name="GrenadeRecipeBase" Abstract="true">
<recipeUsers>
<li>TableMachining</li>
</recipeUsers>
  </RecipeDef>

in them respectively, but everything else seems to be missing the code defining the primary recipe base for each class of ammo I'm no coder but perhaps this has something to do with it.

Or it may have something to do with the BenchBase error that gets kicked up when I load the game with just CR enabled.

http://images.akamai.steamusercontent.com/ugc/151262938619127663/206633343720ABEF977C180C50E7F0D949A8FE5F/
#14
General Discussion / Re: No way to manufacture neutroamine
September 29, 2016, 03:31:34 AM
What about being able to extract a neutro precursor at a low rate(from individual animals) from Boomalopes/rats which you'd then turn into neutro at the drug table. Afterall the description from the Boomalope is "Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies."

It'd also introduce a risk/reward thing. You'd get a steady supply of neutro as the reward, with the risk being, if anything goes wrong with your farmed boomers,old age, accident etc etc, it could spell potential disaster.
#15
Ideas / Re: Adaptive Traits
August 11, 2016, 12:35:52 AM
Quote from: Pax_Empyrean on August 10, 2016, 11:38:08 PM
I feel that traits should be the thing that does not change. There are other systems (injuries and moods, in particular) that are made for this. While I really don't like the idea of traits being gained or lost, I wouldn't mind those systems being expanded to reflect what's been going on in your colony a little better.

Well, as I tried to express in my post, these would be traits that come and go, over long periods of time, but they'd be seperate from the other permanant (aka personality) traits. So you'd still have the starting character traits, these are traits your colonists would develop seperately.