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Messages - poolday

#1
It would be great if someone with the modding knowledge could update the ColonyNeedAmmunitionMod which was abandoned around A15 version. that mod was neat and simple: you have limited ammo and you could trade/produce/scavenge for more but you don't have to micromanage who's carrying what ammo type.
#2
Bugs / [0.19.1998] Caravan downed indefinitely
August 17, 2018, 12:29:28 PM
Hello I will explain the state of the game here:
I'm rushing to the landed ship with only one caravan that was originally my only pawn and a boomalope. I've decided to abandon my only settlement because there was no one left.
I have to mention that my original only pawn got killed and I got the game over message but I decided to keep playing in case someone showed up and it did (the member of my caravan).
After running out of food my boomaloope died.
And then my only pawn got incapacitated because of malnutrition.
I left the time running for weeks in ingame time but the caravan will not vanish from the map so my incapacitated pawn got downed there indefinitely, no movement, no food foraging, no death.
Yet I encountered caravans and the trade option was greyed out but I could still attack them.

Note: no mods, vanilla, custom randomized scenario.
I should add, in this custom scenario there is a permanent solar flare but yet I am receiving solar flare incidents so in my screen it shows "Solar Flare" twice.
#3
My feedback, on the game I'm currently playing (15+ hours):

-I'm playing in arid shrubland: beavers come so often and in such great numbers that the map is always empty of trees, so it makes it feel equal to the desert biome. Plus beavers in the desert looks not so coherent IMO.

-The new automatic blueprints: if I start a scenario with some advanced buildings I haven't researched yet, I shouldn't be able to auto-blueprint them once destroyed since I had them because of the scenario but not because I knew how to build them. This makes you to protect those buildings at all costs until you have researched them (I don't know if this is actually happening but it was the case with a mod in the b18).

-Slaughterer Mental Break: This feels like unavoidable damage sometimes, at least the animals should have a chance to defend themselves.

-A quests tab / log in the world map would be useful, so I don't have to filter letters and read each one and jump to location to see the days I have left, etc.

well i'm playing tribal mode so I haven't got to the really new stuff yet and I really enjoy that you cannot make silver so fast like before because now you have to make gifts. Build 1.0 is looking awesome, thanks for everything Tynan and team.

EDIT: also the forbid/unforbid buttons on the orders tab look confusing, like they are inverted

#4
Quote from: Britnoth on June 24, 2017, 03:34:41 PM
Hmm, Urgent Hauling adds another hauling work type with a priority higher than flicking?

A simple way would be to add the <emergency>true</emergency> flag to its WorkGiverDef. Then any pawns allowed to would do that before any normal work in the same way they fight fires - the check for emergency work is made before the main behaviour, including annoyances like eating, sleeping, socialising or changing clothes.

Thanks for the reply, it took me a couple of weeks to get back to the game and test this. It seems to work but the problem is that because they now treat the urgent hauling as an emergency the pawns might exhaust themselves or even starve while trying to haul things. Anyway it was worth it for a while and I know this is a WIP so let me say this mod is a good one to keep in mind. I'm going to wait until it may or may not be compatible with the AllowTool. Thanks.
#5
It would be easier to learn which month is what if the current season is displayed in parentheses next to the month name (i.e. Aprimay (Summer)) so you can see at a quick glance what season you currently are in and what season is about to start, without having to mouse over every time.
#6
Hi! I am really enjoying the mods, and I have a small request to ask: can you make the Workflex compatible with the Urgent Hauling from the Allow Tool mod?
I can see a lot of potential in Workflex and it works well for me specially at small communities.
I'm sorry in advance if this was already requested or answered
Cheers
#7
Hi and congratulations on the improvements of the mod, this mod is now a must-have for me!
Perhaps is there a way to make it different between packaged survival meals and other types of meals that I'm not seeing? because I've found my colonists eating my packaged meals and I want to save them for the caravans. Maybe I'm not seeing this option can somebody tell me if that option exists?
Thanks in advance
#8
Ideas / Collectibles
April 14, 2017, 10:44:48 AM
I'd love to see some collectible mechanics in RimWorld, as of finding ancient items, scrolls, statues, scattered around the planet and/or getting them by trade. Perhaps the most complete collection would sell for a bigger price, or perhaps they could be machine parts to assemble something unique that couldn't be built otherwise.
#9
Hi, first of all thank you and congratulations on this great mods.

I've found a bug on the QualitySurgeon mod when trying to create a new random scenario, there is an item called QualitySurgeonInit that shouldn't be there (screenshot attached).

[attachment deleted by admin due to age]
#10
Hello, and thanks in advance for this great mod!

I think I've found a bug:

When creating a scenario, there is a chance to get an Item called HaulPriorityInit, which probably shouldn't be there.
I added screenshots to clarify it.


[attachment deleted by admin due to age]
#11
Ideas / A new type of ending (Thriving City)
February 13, 2017, 12:03:31 AM
I think there should be a different ending besides escaping the planet or loosing, for the players that would like to stay in the rimworld after forming a bond with the planet. 
Perhaps to make a thriving city. And how to achieve this? Look at Alexandria. They had a library with all the knowledge about the world at that time that you can imagine.
Perhaps the objective could be to collect missing books or scrolls or unique technology from other cultures/factions and in old ruins in the world to make your own library about that rimworld. So you will have to travel, trade, and protect them until you complete the library or museum.
I don't know if this goes too far from the Rimworld atmosphere but is an idea of finding collectibles and sounds fun to me.
#12
Ideas / Re: Hauling Tweaks
February 12, 2017, 11:17:41 PM
I find this problem annoying mostly when my colonists go harvesting or cutting trees and leave the resources on the ground to deteriorate.
Perhaps they can haul them (at least once) before changing to the next different task.
#13
I was about to leave with a caravan and took one of my prisoners with me for selling purposes. On the way out at the door where I have a lot of traps, the prisoner just walk through the traps and got killed (my colonists dodged them as usual).
#14
Outdated / Re: [A16] Psychology (2017-2-2)
February 09, 2017, 12:30:29 AM
Hi!  Great job on the mod it's the first time I installed it and I'm having a lot of fun. Rimworld can get even darker with this. Anyway I think I've found 2 bugs:
-I have a heavy sleeper so when I need him drafted for battle he keeps sleeping, and I can get rid of this by changing the bed to prisoner mode and then he wakes up immediately.
-I can't arrest or melee attack someone that is on a sadistic berserk mode. But perhaps this was something I did wrong? (I'm sure he arrested someone before anyway).
#15
Hi! Great mod congratulations! Do you think you can merge the Tale Log Tab inside the pre-existing History tab?