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Messages - Havocprime

#1
Quote from: bowmore on November 16, 2016, 10:35:41 AM
How do i plant potatoes?

Make sure you designate a growing zone, have a colonist set to 'grow' as a high or top priority, and make sure that you have potato seeds in one of  your stockpiles. Also make sure that if you build your growing zone in an enclosed space, it does not have a roof over it otherwise the plants will not receive sunlight, and will not grow.
#2
Quote from: The13thRonin on November 13, 2016, 04:08:10 AM
Also is there a way of getting a fridge going in the primitive age by any chance?

If this hasn't been answered already- your best bet for an early game fridge is actually utilizing the simple-grill to make meat into jerky.
The jerky itself lasts around a month if I remember correctly, and is a very cost effective way to store large quantities of meat based food early.
Hunting/cooking early game is vital, living off jerky should last you long enough until you research infrastructure I and can get a basic cooler/steam generator set up and running.

Quote from: The13thRonin on November 13, 2016, 04:08:10 AM
I haven't tried taming animals yet (I'm not sure how to do it or how effective it is as a food source). I have died/lost 3 times just after getting renewable power researched. Usually a raid eventually gets through when I'm running low on ammo and I lose (that or a disaster strikes that I have no chance of surviving).

I definitely recommend trying to start with someone who has a fairly decent animal skill, 5-6+ with a flame or two if possible.
Taming is a long term process and can be a pain in the ass when food is low, but having animals presents some pretty serious benefits.

Chickens and Turtles - Both rapidly produce eggs, if you forbid your colonists from eating them you can have a population of chickens or turtles skyrocketing within the first few weeks.
(Just make sure you farm up some hay every now and then to put in their pen)
This offers a great 'emergency' food supply through both the animals and the eggs.

Fertilized eggs also have some weird logic behind how they stack, The fun part is that a hen lays an egg every 2 days, and it takes some 6 days for an egg to hatch. However, stacks of eggs combine, and have their hatching time averaged. That means that by the end of about 8-10 days, youll spawn around 5-10 chicks. Rinse and repeat and pretty soon provided you have enough hay to sustain- youll have a huge population of chickens and can begin living off of their unfertilized eggs, and selling the grown males you don't need for a very healthy profit.

Also I'm pretty sure chickens are horny bastards, one male can support fertilizing up to 15 females if I remember correctly.
I'm not sure if all of this cluck-logic applies to turtles, but I've been told turtles are essentially slow moving chickens haha.

Lastly as for other animals, if you can tame early-game boars, they're definitely worth keeping around. Their wool produces slowly, but is worthwhile for making clothes or trading, and if you have a strong tamer you can turn your boars into hauling powerhouses in no time. You'd be amazed at how helpful having 5-6 boars hauling everything is. Plus animals don't care about their living conditions as long as they have food and a place to sleep, just make sure whatever room you have them in isn't designated as a home zone otherwise you'll waste hours cleaning up after them every day.
#3
Quote from: bowmore on November 13, 2016, 12:07:20 PM
Hi.
I'd like to ask how to build a door and a simple grill?
It tells me i don't have materials required, but it doesn't say what materials i need to build it.
Is there somewhere a list of materials used for building different stuff?

For the generic starting doors, you're going to need wood planks.
Planks come from sawmills, you'll need to harvest some wood, craft the sawmill (under production) and have a colonist set to crafter to work the bill.
One downside to this modpack is that it doesn't display all of the material options you can craft something out of, unless you have the material.

As for the simple grill, you'll need to break down some ship parts and haul the materials (steel/wires/components/etc) to your stockpile zone, once you have some steel you'll be able to click on the simple grill, and select 'steel' to craft it out of.


#4
Skullywag, my hero.
Thanks bud, upgrading my copy to steam now :)
#5
Support / Is there any way to download previous versions?
November 08, 2016, 01:26:10 PM
I'm just coming back to Rimworld after taking quite a long break and I see that the game has updated significantly to a15, but I'd like to play a modpack thats built for a14. Is there any way to download a14 instead of a15? :)
#6
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 14, 2016, 11:20:02 AM
Quote from: altair2020 on June 14, 2016, 08:45:24 AM
this mod pack was great fun, however, when i try and load my save i get:
Error when loading map :(
Error when loading map - see log for more info.
i checked out the logs and there was an error relating to Caveworld Flora filename null.
I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.
Anyone else had this issue?

Quote from: Havocprime on June 10, 2016, 11:32:45 PM

  • Delete Rimworld entirely (including ludeon folder in %appdata%)
  • Unzip Rimworld onto desktop
  • Launch Rimworld
  • Close the game
  • Open mods directory and paste all of the mods into it (leaving core obviously)
  • Launch Rimworld a second time
  • Click mods
  • Check each mod on, in order that they appear in Crusader's list
  • Close Rimworld
  • Relaunch Rimworld
  • Enjoy

This was the only way I was able to fix the same issue Altair. Hopefully this works for you too!
#7
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 12, 2016, 08:51:12 PM
Quote from: GrimTrigger on June 12, 2016, 09:47:15 AM
I... I just dont know what to say..

You are 2 for 2 with fixing my problems Sir (Ma'am?).  The colors are not intuitive to me... but whatever.  Thanks!

Haha glad I could help! The colors weren't intuitive to me either  ;D (oh and sir will do just fine)

Quote from: SuedKAT on June 12, 2016, 10:54:59 AM
I've been using this modpack for a while now, haven't had any issues with it, even when adding other mods, so to the ones having issues have you followed the installation instructions correctly?

I can create errors like the ones you have as well rather easy, I simply don't put the ModsConfig.xml file into the correct place and don't clear the folder of any other config files which makes the mods load however they feel like. Not saying you've done that, but since I experience no issues what so ever even though I've added more mods to the pack it might be worth trying one more time since the only thing I've done to make it work is that I've followed the installation instructions.

Unfortunately SuedKAT I've installed the games on multiple computers and multiple OS's and I can guarantee you that following the exact same procedure can lead to different results. On my work computer I have absolutely zero issues, installed the game/mod the exact same way as I did at home, no errors. However on my home rig, I had constant load errors no matter how many times I reinstall/place the ModsConfig.xml. Turning on the mods manually was the only thing that fixed this for me.
#8
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 12, 2016, 02:27:20 AM
Quote from: Spencerroo9 on June 12, 2016, 01:10:02 AM
Can confirm Havocprime's method fixed my loading problem. Thankyou for doing all the hard work so lazy people like me don't have to.  8)

Haha I'm glad it worked for someone! Hopefully this issue gets resolved with an easier fix than doing everything manually. But I'm glad things work for you!
#9
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 11, 2016, 09:44:16 PM
Grim, stupid question but- Have you tried using the pink side of the cooler?
In vanilla they have red/blue to designate heat/cold, in the mod pack its White/Pink, White being the exhaust and pink being the cooling side. I only ask because I was extremely confused by this when I started with the mod pack.
#10
Quote from: Anoff on June 11, 2016, 12:49:07 AM
EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.

LOL.... poor henri...
#11
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 10, 2016, 11:32:45 PM
Fixed! I hope...

After an hour of trying all sorts of various things like running in compatibility mode vs launching as administrator I decided to manually turn on all the mods (in order) and see if that would do anything, and it did!

Previously I couldn't load ANY save file. Even if I had fresh installed the game, the mods, and made a new world- new colony- and saved the moment the game started; I wasn't able to load.

It was a huge pain in the ass and I had to have both the mod-list and game open side by side to do it- but manually checking the mods (in order) fixed my loading issue.


  • Delete Rimworld entirely (including ludeon folder in %appdata%)
  • Unzip Rimworld onto desktop
  • Launch Rimworld
  • Close the game
  • Open mods directory and paste all of the mods into it (leaving core obviously)
  • Launch Rimworld a second time
  • Click mods
  • Check each mod on, in order that they appear in Crusader's list
  • Close Rimworld
  • Relaunch Rimworld
  • Enjoy

I have no idea if this will work for others, but it just worked for me. It's an absolute pain in the ass to do manually and I have no way to verify how this magically fixed the load issue, but if you're like me and you're really bummed that this amazing modpack can only be played for a night because all of your saves go corrupt, and you're looking for that shot in the dark to fix it. Who knows, try it.

Edit: Also I just attempted this on a friends computer and it worked again. He had lost his favorite colony build to a power outage and when he tried to reload he received the same load error as I did. Manually setting up your mod-load might also recover old saves, it did in his case.

After manually enabling all of the mods and restarting his game he loaded his save and received a message that essentially said <old mod order was x, new mod order is y> so he hit okay, saved again- and then restarted and reloaded his game with absolutely no issue.

Good luck out there!
#12
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 10, 2016, 10:41:09 PM
Unfortunately I'm having issues with the mod pack as well, which is strange because it works perfectly fine on my work-PC at the office. I can save and load all day with absolutely no issues.

I haven't edited or modified any of the files, followed the installation instructions precisely as you wrote them from a fresh install, making sure to delete my Ludeon folder from LocalLow and launching the vanilla version of the game once to recreate those folders before adding anything. Yet I cannot load saves either. I get to "loading assets 90%" and then receive "An error has occurred while loading a map. See error log for more information."

I tried Gorathtar's 'fix' and manually updated all of the mods, launched my game, opened the mod window, closed the mod window, closed my game, relaunched, and attempted to load: nothing. Failed at 90% again. I'm not sure where the log file is that the error message is referring to but If somebody can help me find it I'd be more than happy to post it.

I'd really like to help find the issues in question and resolve them so that nobody else has this issue in the future because I sincerely enjoy this mod pack.