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Messages - Diana Winters

#1
Ever thought about handling mod lists the same way paradox does? Have a separate menu that launches before the game is loaded where you can select what mods you want to have loaded. That would definitely reduce the need for modifying the config files so I don't need to launch my game, wait for it to load, then re-launch it to add a single mod.
#2
Releases / Re: [B18]Ni'Hal🦎
November 24, 2018, 12:01:22 PM
Quote from: Karllawrenz on November 24, 2018, 05:59:24 AM
when is the 1.0 Update

I am no longer maintaining the Ni'Hal. Another has taken my place and has updated it on the Steam Workshop
#3
Releases / Re: [B19] Orassans 🐱
October 24, 2018, 01:16:22 AM
Quote from: Aronia on October 24, 2018, 01:07:26 AM
So I searched through the topic but didn't seem to find anything. Tell me if I was just bad at searching, please.
I've finished a quest and got an Orassan exoskeleton helmet as a reward. Nice-looking, nice stats, wow. But then I found out that no one of my colonists (humans and raccs) is willing to wear it. I even told some of them to force wear it (three times, I believe). They don't seem to get any moodlets from it, positive or negative, but as soon as I hit the "clear forced" button, they just remove it and put on whatever else I have instead. I've even seen one colonist remove it and stay with no headgear. I had to sell it in the end.
I'm playing B18 for now, did not update yet because I don't want to re-download all those mods. Is this the expected behaviour, though? Is Orassan armour fit for Orassans only?

If you add any mod that adds new clothing/armor (in an existing colony), you'll need to update your apparel restrictions.
#4
Quote from: notfood on October 02, 2018, 03:36:24 AM
Users who know how to switch to unstable are savy enough to get their mods from github. The rest will see their mods in red and will choose to play without them.

Not every mod has a github page. Most of the more advanced ones do, but not all of them do
#5
Releases / Re: [B19] Orassans 🐱
September 04, 2018, 04:36:16 AM
Quote from: xxkralozixx on September 04, 2018, 04:07:19 AM
Dead oris have missing textures and show as a square.
this has been fixed in the steam version.
#6
Releases / Re: [B18] Orassans 🐱
August 29, 2018, 07:37:15 PM
Orassans is updated to B19
#7
Quote from: Ser Kitteh on June 25, 2018, 07:43:08 PM
<snip>

Might I recommend the bascinet for a medieval helmet? https://i.ytimg.com/vi/JYXu8LGddWU/maxresdefault.jpg

<snip>

Really? I was thinking something more Italian
#8
Now with the inclusion of plate armor, perhaps add a medieval faction?
.
.
.
And matching helmets?
Additionally, what about chainmail? Studded leather? Crossbows? It would be great if the medieval era was fleshed out a bit more.
#9
If you build a bridge (or have had one spawn naturally) and you build a wall over it while "rebuild destroyed structures" mode is active, then have the wall and bridge destroyed (by something like a grenade) the wall will automatically have a blueprint placed and will be built, despite the bridge being gone.

Steps to reproduce:
1. Build/Find a bridge
2. Build a wall over the bridge
3. Ensure rebuild destroyed structures mode is active
4. Destroy wall and bridge with a grenade
#10
The new armor system seems to punish using hard hitting/slow fire rate weapons, where weapons that fire a ton of projectiles can at least get a hit in per burst instead of having the one shot fired (from something like a sniper) be deflected.
#11
I'm liking 1.0 so far, but there are a few things relating to rivers I am concerned with

1. Getting wet in freezing cold temperatures aren't taken into account for
2. Pawns won't swim for recreation
3. Sometimes thick roofed mountains/hills spawn over rivers and will immediately collapse upon map generation (see attachment)

While #3 isn't a huge issue, it does look funny, especially since if you break any of the collapsed rocks, there will just be water under them. (Note: this was generated on a "flat" map)

[attachment deleted due to age]
#12
Quote from: Call me Arty on June 21, 2018, 10:25:44 PM
Quote from: Diana Winters on June 21, 2018, 03:14:22 PM
*Melodramatically* No mention of Orassans? I am wounded so!

TL;DR: They're cat aliens, not xenohumans. They were not made by nor born from humans, thus aren't xenohuman (same reason I didn't highlight the Elder Things. Also, I've never played with them, and wouldn't want to speak on something I have no experience with.

<snip>

Don't worry, I'm not actually offended. And yes, I knew about the lack of videos. In any event, the orassans are supposed to be from Stellaris, which is why they have nice tech. Playing as them is more for casual players (unless you use the storyteller that comes with them at a high difficulty! Then you'll need the increased firepower ;)). The main playstyle differences if you're going to really roleplay as them are morality restrictions and a very high starting population, but I haven't really implemented these sort of things yet. Sadly you can't make scenarios starting with more than 10 colonists.

Some minor differences are that orassans (without their technology) are much more fragile than humans and will go down in a gunfight quite quickly, but they're fast and tend to be great at melee combat.

P.s. as much as I like twokinds, I only started reading the comic after I made orassans. Orassan biology (and society) is quite different from Kiedran biology... at least internally. Their anatomy, especially their posture, is quite similar though. That is why I used the picture that I did.
#13
*Melodramatically* No mention of Orassans? I am wounded so!
#14
Ideas / [1.0] Add more things to basic work
June 20, 2018, 08:48:51 PM
Things like feeding prisoners, patients, and animals could go under this. Or perhaps just create a different type of work for this.
#15
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_QuestItemStash.GetLetterText (RimWorld.Faction alliedFaction, System.Collections.Generic.List`1 items, Int32 days, RimWorld.SitePartDef sitePart, Boolean sitePartsKnown) [0x0001e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\World\Quests\IncidentWorker_QuestItemStash.cs:106
  at RimWorld.IncidentWorker_QuestItemStash.TryExecuteWorker (RimWorld.IncidentParms parms) [0x000aa] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\World\Quests\IncidentWorker_QuestItemStash.cs:62
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\IncidentDef.cs:265
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x0003e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:124
  at RimWorld.Storyteller.StorytellerTick () [0x0004d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:115
  at Verse.TickManager.DoSingleTick () [0x00201] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:334
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:335)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


Got this at a random time while using Cassandra Rough