Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - caiowb

#1
I give my blessings to this mod, It would be great to come to life
#2
Releases / Re: [A16] More Monstergirls
March 09, 2017, 04:42:19 PM
I find it amusing
#3
If you put a heat source and a heat absorber in the same room, ex: xenon ion and antimatter reactor, the room temperature will glitch out giving a max of 100 degrees, only way to workaround it is using vents or ducts.
also, the plasma reactor doesn't like temp changes bellow -2, (the numbers start to go crazy when it goes bellow -2)
#4
Quote from: Haktes on February 20, 2017, 06:20:52 PM
Can some1 pls make a fast test on latest ver. - make reinforced concrete?
tried dev/god mode with all machines and reseach and i had no option to make it
thx
Seems normal to me


[attachment deleted by admin due to age]
#5
Anyone know how to improve the hadron collider efficiency? messing with temperatures didn't help at all;
#6
Quote from: killermen962 on February 16, 2017, 12:44:49 PM
I laughed at this buffalo's wound I gave it, am I the only one seeing a face?
http://prntscr.com/e9kslu

I see a face too
#7
Just thinking, but ain't sunlamps kinda unbalanced? consuming 1000w each makes for a full snow survival pretty impossible.
And an idea, maybe glass roofs would be cool, so we could get sunlight in a heated environment.
#8
Mods / Re: [mod Idea] Save cleaner, fixer.
February 15, 2017, 03:59:35 PM
Quote from: Fluffy (l2032) on February 15, 2017, 03:45:00 AM
Some simple errors resulting from uninstalling a mod that contains the defs for some items or animals could possibly be fixed by reading all defs of active mods and then removing references to unknown things. That would still be a fairly mammoth task, and only apply to references made by the vanilla game, not other mods.

More complex mods do things in the code itself, so you can't really know what the save game is supposed to look like anymore, and therefore can't fix it.

A feasible solution is to have the vanilla game provide hooks for installing/uninstalling mods. E.g. a modder would have to define a procedure on what to do when his mod is enabled/disabled in an ongoing save game. That would make mod authors (who presumably know what the save is supposed to look like with or without their mod) responsible for these operations. I believe Factorio has a system that is similar to what I've just described.

It's worth mentioning though that factorio mods are written in lua, which is a totally different ballpark than the C# and xml we use. We are able to mod the game's actual core, instead of 'just' some parts that are opened up to modding. That means there's no clear separation of mod and vanilla content in save games (or indeed in the game itself), and that's why RimWorld mods can do awesome things, but also create awesome problems.

Oh, I see, thanks for explaining why it is not possible in rimworld =3
#9
Mods / Re: [mod Idea] Save cleaner, fixer.
February 15, 2017, 12:27:28 AM
fallout new vegas had something simillar, it is sad that it can't be implemented in rimworld
#10
Mods / [mod Idea] Save cleaner, fixer.
February 14, 2017, 09:18:51 PM
So, rimworld modded (or vanilla) can be a bit messy sometimes, giving out lots of errors or things that stack and end corrupting your save forever, for example, errors like, could not load reference and others..

The idea is, make a program who based on the debug log or other internal mean, locate and fix those problems, thus fixing the save game.
Is it possible?  I've no idea how to code, so I may be just giving an idea and discussing if it is possible.
#11
I'm here just to tell that ZEON EVENT is way too OP.
It appeared to me while we didn't even had kevlars and decent weapons, even using terminator to lure him until his ammo was depleted and then hitting him with all the colonists weapons didn't yield nothing, as his regen would just ignore the guns damage.