At the moment I'm fairly sure that colonies are not persistent with the world around them however I think this is due to change with Alpha 16 because of the caravan system and having an actual overworld instead of just a tiny portion of the map.
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#31
General Discussion / Re: What happens to your first colony while you start a second?
December 03, 2016, 06:45:50 AM #32
General Discussion / Re: BTW, space trading makes no sense
December 02, 2016, 06:49:01 AM
Well I think the explanation that makes sense is that the ships trade via an automated system with no human input from the traders side, prices and items wanted are defined before hand and it is all done via an automated system.
#33
Releases / Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 (Help wanted, Info inside)
May 19, 2015, 02:09:27 PMQuote from: Kilroy232 on May 19, 2015, 01:37:27 PMI think he meant in terms of damage and range seeing as Combat Realism makes it so an enfield shot can take your head off.Quote from: kreeper333 on May 19, 2015, 01:04:05 PM
Any compitability for combat realism?
I don't use combat realism but as far as I know there is no problems with compatibility. My mod should work with any and all other mods.
#34
Outdated / Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
January 10, 2015, 05:49:26 PMQuote from: mipen on January 10, 2015, 04:19:56 PMDo you have any other plans for the mod? Will you add other robots or other mechanical things?Quote from: bullet on January 10, 2015, 02:47:54 PMAs far as I know, the mod works fine with miscellaneous. What sort of compatibility were you thinking of?
Sorry if this question was already. How about compatibility with other mods (like MAI \ Miscellaneous) and mods with integrated embrasures? wouldn't it be duplicated or some bugs\lags?
I really like the idea about walls and I am just delighted with of the Droids, but other features are not well suited to my style of play. Is it possible to turn them off? Perhaps it's easy to delete some files or part of some code without getting bugs?
The mechanical embrasures can't be built, only activated by the mechanical walls, so there is no duplicate in the build menu.
When I update to A8, I am going to include compatibility with this launcher, which will allow for easy enabling/disabling of all the parts of the mod
Great mod btw, loved it in alpha 7.
#35
Releases / Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
December 29, 2014, 12:15:40 PMQuote from: Haplo on December 28, 2014, 01:59:07 PMThe Vanilla game is fine so it must be the mods I have, if you want I can list all the mods I have and if you or anyone can possibly help me with find out which mod might be the culprit?
Then it is indeed strange. The local trader can't really break the traders, as it uses the same code as the orbital traders to do the actual trading. Effectively, all I do is provide a different way to open the normal trade window. The trading code itself isn't touched by me, what the reason is, that it needs the beacon.
Do you have the same problem with the vanilla game? Or only when you have mods active?
Quote from: SabakuOokami on December 28, 2014, 02:52:15 PMhttp://gyazo.com/ad2a05dfadc72d7725304c77f2a334dc It is out in the open sky free of any obstructions.
Are you 100% sure that you have a beacon there?
I completely forget about the trade beacon myself, thinking I either don't need it for the land-traders or I just forget about it.
As for a screenshot, well it might help. It might not.
#36
Releases / Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
December 28, 2014, 12:39:42 PMQuote from: Haplo on December 28, 2014, 12:16:10 PMYes, it's placed in the middle of the stockpile, has no roof.
One requirement that is often forgotten with the ground traders is, that they still need the orbital trade beacon. Without that the trader doesn't know which silver is for trade and you'll have no available silver in the trade menu.
So the first question is: Do you have silver in range of an orbital trade beacon?
If you want I can provide a screenshot.
#37
Releases / Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
December 28, 2014, 11:33:17 AMQuote from: Asero on December 28, 2014, 11:11:26 AMSeems that way, I don't have a clue on how to find which mod conflicts as disabling a mod will break the save I'm on atm.
Personally never had an issue with traders (or anything else) when running this mod.
As far as I can see this mod doesn't change/affect any of the space-ship traders, but several other mods do like Glitterworld, Ts-Mods and ExtraTurrets...
Possibly a conflict/mod load order?
#38
Releases / Re: [MOD] (Alpha 8e) Miscellaneous w MAI (V 1.8.4 / 27.12.2014)
December 28, 2014, 10:32:54 AM
I'm not sure if anyone else has experienced this but does no one get any silver listed in their trade menus? I ask because I know the mod has it's own trade event and I was wondering if it could possibly brake the trading system because the local trader never worked for me and now my trade doesn't work at all.
#39
Ideas / Re: Z Levels, again! Come on now.
December 20, 2014, 07:50:58 AM
I agree with OP as well as the idea of being able to have people on multiple floors of buildings but obviously if it will over complicate things and become a major issue for Tynan then there isn't much he can do.
#40
Ideas / An enhanced aiming system.
December 14, 2014, 02:19:12 PM
So after a while I've noticed that my guards in my colonies, after countless raids, skills in shooting have become... too good for the benefit of the colony, usually I need to injure someone but instead they die from expertly placed headshots.
So my solution is an aiming system that allows colonists of, for example, 10 or more shooting skill to be told to aim at specific body parts on a body, I think it could really help with capturing people or in situations with countless enemies against your measly five, to be able to disable enemies quickly and efficiently.
As to how you could tell them to shoot certain body parts maybe a context menu when you right click an enemy when a colonist is drafted, or maybe even a 'Priority' list as to where they will shoot.
So my solution is an aiming system that allows colonists of, for example, 10 or more shooting skill to be told to aim at specific body parts on a body, I think it could really help with capturing people or in situations with countless enemies against your measly five, to be able to disable enemies quickly and efficiently.
As to how you could tell them to shoot certain body parts maybe a context menu when you right click an enemy when a colonist is drafted, or maybe even a 'Priority' list as to where they will shoot.
#41
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
October 19, 2014, 07:28:34 AM
I was being attacked once by a group of 15 pirates and after a long and bloody battle I finally killed all but one.
The sod ran off into the forest only to be struck by lightning 30 seconds later.
Har-Har! Karma you son of a gun!
The sod ran off into the forest only to be struck by lightning 30 seconds later.
Har-Har! Karma you son of a gun!

) when running this mod.