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Messages - Kluge

#1
(HugsLib thread is here in case anyone else wasn't sure if a "hugs library" was a real thing ;D )
#2
Quote from: dismar on December 26, 2016, 11:36:47 AM
Quote from: faltonico on December 26, 2016, 11:13:05 AM
Will you post the A16 version here as well?

Yip. Check back later today!
Thanks, dis.
#3
General Discussion / Re: coldest seed in A13?
April 17, 2016, 08:01:46 PM
I have failed you.... but at least now I have something to do tomorrow after I'm done working at work. ;D
#4
General Discussion / Re: coldest seed in A13?
April 17, 2016, 07:29:00 PM
lol. I have thirty minutes left in my work shift. I will try to help you out. (by this, I mean I will put thirty minutes of effort in)

Best: y3p1 24.00, 78.40 (-67)
#5
Quote from: RazorHed on April 17, 2016, 06:57:52 PM
one thing I've done when I plant several 22x22 fields of corn is surround them with walls then remove the roof. then after harvesting it all I add the roof so that delicious corn doesn't degrade, until its all in my giant freezer.   maybe you could do that for your strawberry patch if you are having troubles getting them hauled
Huh. I should do that with trade stockpiles. That's extremely cheesy. I like it.
#6
The big draw of wind turbines is that you don't lose 50% power to battery inefficiency since they run at night when your batteries aren't + they aren't affected by eclipses. The turrets are still useful in brownouts, too... they flip on and off, usually able to get enough shots off to deal with the threat without needing to call in the meatbags for trivial to average threats.
#7
Support / Re: Games didn't download
April 17, 2016, 06:53:07 PM
Your best bet is to email [email protected]
#8
Oh, nm. Check the slider at the top of the "Details" window for the bill to burninate the corpses.
#9
Would you mind posting the world & game save to dropbox? I'm stumped.
#10
Mods / Re: Problem on how to "load" mod order
April 17, 2016, 06:41:28 PM
Quote from: Kosmokrator on April 17, 2016, 04:00:17 PM
tnx man!! i go to try  ;D

UPDATE:
This is my situation i have load the mod like in the attachment and when i start i see only a black screen like a huge mountain who fill the screen

Some one can tell me the way to load those mod?? I wanna load the aviable mod too

I have add another screen for see how start a new game
The patch mod is dependent on the mapgenerator mod. Mapgenerator needs to be before the patch mod if the patch mod is being used.
#11
Stone Hearth isn't too far off for "feel," I guess. That said, I didn't enjoy when I last played a few months ago.

It's a very small subgenre, I'd guess largely due to the lack of engines and assets already tailored for it. -And it's all mechanics-based. It's just mechanic after mechanic after mechanic being added, tweaked, sometimes removed... mountains of variables to keep track of. I can't think of any games which even come close to tracking as many variables as DF except maybe Rimworld (but it's still a distant second). Maybe Wall Street Raider comes in at third. ;D
#12
Quote from: PotatoeTater on April 17, 2016, 01:58:51 PM
You can keep alpha 12 downloaded and then download alpha 13. I have my alpha 12 still and it works just fine.
The saves will mingle! Tynan added a switch for this in A11. -savedatafolder WhateverFolderNameYouWant

This'd save worlds in folder for the particular version number, preventing trying to load different-versioned saves. Though depending on OS config, game would probably need to be run in admin mode.
#13
Quote from: Mese on April 17, 2016, 01:37:41 PM
Currently im using a fully modded alpha 12 rimworld ... but I want to try alpha 13 , maybe with just the ebd interface and prepare carefully mods

How can I have two different alphas with different mods working perfectly on my computer ?
Hmm. There's going to be a bit of manual labor involved because Rimworld doesn't append its version number to the AppData folder. (Assuming Windows as OS here)

You can either install Rimworld 12 as a different Windows user and play it as that user only (since they'd have separate AppData folders), Alpha 13 on the one you're using now, or you can go into your %AppData% folder, go up a level, then go into LocalLow... copy the Ludeon Studios folder and rename it Ludeon Studios 12 (or 13, depending on which version of Rimworld made it). You should now be able to start a new game on the other version. When you want to switch, you need to rename Ludeon Studios to the appropriate version number, and then rename Ludeon Studios 12 (or 13) back to Ludeon Studios.

Don't think there's any kind of config option to change this.... I'll double-check, though.
#14
Ideas / Re: Why pawns need such huge rooms?
April 17, 2016, 11:01:56 AM
Quote from: Limdood on April 17, 2016, 10:58:35 AM
i've found 2x2 to work very well...pawns don't need big rooms for ANYTHING except the passive mood boost from impressive bedroom, which is a rather huge cost of colony wealth to do for individual rooms, and even an extremely impressive room only gives +4 to the -5 for shared room (not counting disturbed sleep) so individual rooms it is for neutral mood.

2x1 rooms have the problem of not being able to fit anything else or allowing meditation/praying.

2x2 rooms allow me to add a heater if needed, it gives room for surgeons to place objects without screwing with the door, it allows pawns to pray, and it allows me to place the double bed if pawns become lovers.  Jealous or greedy people can have a very nice art object placed in their room.

larger rooms are pointless.  The space boost never comes up because they don't spend waking time in the room (better to put joy stuff in the nice, open dining room for space, beauty, and more diverse joy).  The small mood boost from impressive rooms is negated by the huge amount of colony wealth needed to get a room suitably impressive (so that your colonists start needing devoted wealth per colonist equal to 3 or 4 times what other colonies have, making larger raids).
You think one good+ gold mini statue would make the bedroom "impressive?" I'm not familiar with the actual requirements as I don't pay bedrooms much mind.

Large bedrooms certainly seem like they'd be inviting very unwelcome jelly-eating visitors to wreck a colonist or few within a few ticks.
#15
Quote from: Shabazza on April 17, 2016, 10:51:45 AM
Yeah, ok. Good to know.
But I stll don't understand what's the difference between food spoiling and deteriorating.
Why isn't this the same thing?
I'm guessing this quirk exists to prevent cold biomes from being "OP" (lol). If it were cold outside, you could just let food sit out all day every day in the rain and exposed to bugs without penalty. -And it makes sense that food will spoil faster while not under a roof vs under a roof, but the way it's displayed isn't very intuitive... I can't think of how they'd display the information so it's intuitive in your scenario without it making something else look wrong.