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Messages - thefinn

#16
Ok, my question is simple.

Where the hell are the batteries? Every time I research something (normal spaceship crash mode) that says it gives the batteries (not the coldstone ones) it doesn't ACTUALLY show any batteries that I can see.

Also the wind turbines DO NOT TURN (No there's nothing in the way, and I've tried them on 2 maps now). Something change there that I missed?

Help appreciated! :)
#17
Yeah these guys died in 24 hours. Wasn't time for significant medical treatment. The plague has pretty obviously been changed.

It wasn't doing it in 13 in 24 hours even if you didn't give any medical assistance.

It still took like 2-3 days for them to die if memory serves.

There was a drop pod came down and I thought it would save me, but she was so bad at convincing the prisoner to join, she escaped and knocked my colonist out, stole her gun and walked off.

#18
Had 5 pawns working away... 1 comes down with plague.
2 hours later another then another and another....

Within 24 hours had only 1 pawn left (it used to take a few more days I think) after I had wasted huge amounts of medical supplies thinking that was the way to get them immunised (it used to also).

I don't necessarily mind I guess, but I think a vast reduction in the chances of getting plague (it's as common as flu) could be necessary if this is indicative of how the gameplay is meant to be.

Certainly lots of things do arbitrarily kill your colony - especially early on - so... but the change was kind of massive.

Edit: Thinking about it really, I'd like to see a vast reduction in a lot of the negative effects. So that they are more .. idk .. special (?).
#19
Quote from: Nemet on August 05, 2016, 12:33:31 PM
I know this will sound unpatience but any ETA?

Good to have one of these every now and again, I was wondering myself. Keep checking back hoping, ETA would be good ;)
#20
Quote from: LadyAth on July 17, 2016, 12:38:23 AM
CCL is not on Steam either and is used in a lot of mods now.  Just drop it in ...\Steam\steamapps\common\RimWorld\Mods

EdB:  Your mods have always been essential to me and even with the changes in alpha 14, it is still the case.  THANK YOU for not giving up and making it possible for others to pick up from you.  Modding should never have to be a chore, but your work has simply been amazing in making a great game even better! *hugs*

I cannot agree enough. I haven't played a single game of rimworld without your mods since ... not even sure when, since you started putting them out maybe ?

I can't imagine playing without the interface improvements *shudder*
#21
Have been running rimworld just fine for ages.

Ran up A14 and it starts running on 2nd monitor for no reason that I could see.
There's no way to specify which monitor it runs on?

Also an option for windowed-fullscreen would be nice.
#22
Yeah called this problem out several alphas back, haven't seen a fix for it.

I love dwarf fortress also and it's one of the reasons I was one of the proponents for Z levels in rimworld. Great to see nicer graphics, but it's unfortunately at the expense of a lot of gameplay.
#23
Quote from: skyarkhangel on July 11, 2016, 11:00:24 PM
Hello all, I think I'm back.
Updated topic name with A13. I think most of you have already seen and used github A13 version. This days, I will watch your bug reports, which were written during the last 2 month. Then going to update with A14.

Welcome back. Will you be putting A13 up for "normal" download as a complete pack or ?
#24
Outdated / Re: [A13] Mod MEGA PACK - reloaded
July 11, 2016, 10:25:12 PM
Quote from: Gralad on July 06, 2016, 05:06:03 AM
Quote from: thefinn on July 06, 2016, 03:26:00 AM
Far too many diseases, too often.

How can I turn it down?

it must be how you treat your pawns. so far my new colony (around 16 ingame hours) had not a single disease except asthma in both lungs due to aging.

As if insinuate that I treat my pawns poorly.

Tynan abuses them FAR more.
#25
Outdated / Re: [A13] No Diseases Mod
July 06, 2016, 04:58:28 AM
Would love a version that just cuts back the % chances or something.
#26
Outdated / Re: [A13] Mod MEGA PACK - reloaded
July 06, 2016, 03:26:00 AM
Far too many diseases, too often.

How can I turn it down?
#27
Outdated / Re: [A12d] Colony Manager
October 08, 2015, 01:40:32 AM
Would love to see a screen where you can see ALL the current jobs, and their queue order as far as the colonists are concerned.

Sometimes it can be really hard to get a particular colonist to not be doing one type of crafting over another - for instance. Would be good to know how to fix that particular issue - probably the worst issue in the game.
#28
Where can I get carbon from? I can't seem to make power.
#29
Quote from: EdB on August 27, 2015, 12:56:23 AM
Just a quick update.  I don't have a lot of availability to work on the mod this week.  I'm hoping for a release this weekend, but it's hard to say for sure if that's going to happen.  There are a lot of things that I need to work out with the new UI.  It's possible I will do the release in steps to get out the most important features before finishing everything, but I have not decided yet.   I'll keep updating on my progress.

No worries, take your time. Just interested when it's ready.

I have programmed, and when you really need to "work things out" it's not something one can deal with, with a programming book.

There are complex logical problems to deal with, fun, fun.
#30
I'm not seeing any zombies biting at all anymore.

Something I need to change for this? Looking at the XML I see references to hand attacks left and right, both being blunt, but no bite attacks.