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Messages - skullywag

#61
Bugs / Re: Animals cannot retreat from offensive raid
August 31, 2017, 08:34:43 AM
Sounds like you didnt reform the caravan correctly.
#62
Can you not just do the opposite, have the player pick the start and end position, then the pawns/items and config etc.

If the player decides to change their mind after this screen then thats their fault, this in my opinion should be an excursion planning screen, not simply a make a caravan screen, a simple option of "no destination" could be the default which acts like it does now.
#63
Not sure im following you saying the pistols are OP? there is no "particle magnum" in any of my packs.
#64
All versions updated on github to A17, for now grab master from there, ill roll proper releases and update the thread properly tomorrow:
https://github.com/Skullywag?tab=repositories
#65
Help / Re: Best way to hide core game objects/items?
August 23, 2017, 05:30:53 PM
umm patch it out using the remove operation....look up patching, plenty of info around the forum.
#66
EULA is in the game files as well.
#67
Bugs / Bug/Cheese/Exploit - Outposts starve themselves
August 23, 2017, 05:24:28 PM
Im gonna put this here as I cant find an actual bug report on this subject apart from the odd post about how silly it is. Im aware this is not really a bug but felt it required an actual post.

I just sent a useless wanderer joins pawn with a knife to "assault" a faction outpost of tribals. He went and as expected got downed almost instantly, "he will die soon" I thought and carried on with my base planning, a few mins later i get a message telling me the outpost has been destroyed and i have 20 days to reform my caravan and grab loot, "he cant have got up and fought them all???" no, hes still lying there dying BUT every pawn on the map is downed.....starving....

There are SO MANY ways to cheese this i wont bother listing them. So yeah, this feels like a rather large exploit to me.
#68
Unfinished / Re: Rimmortality
August 23, 2017, 03:36:00 PM
Moving this to unfinished. ;)
#69
Ideas / Re: Exactly 64 bits.
August 23, 2017, 03:03:20 PM
See my sig, unity 5 broke stylus support for my surface. Its deffo on 5.
#70
Usually the hangup here is simply the delving into the AI code to do things like allowing the stack to still be registered as a valid location to haul stuff to and stuff like that, im not saying its not possible, its usually just ends in a deep hole of overriding this class then this method, oh and this class and then this method and so on. I tried this way back, it wasnt feasible hence Extended storage ended up doing the things it does now. Some clever type may be able to work it out nowadays with all the tools we have available however.
#71
Ideas / Re: Exactly 64 bits.
August 23, 2017, 01:55:12 PM
Yup, more memory wont make a blind bit of difference for most people, optimisation of the code would see the most benefit and you dont do that until you are more feature complete. CPU speed rules in rimworld terms. Also the game is running on Unity 5, using .NET version 3.5. ;)
#72
construction and repair used to be split on the work tab, this is no longer the case, there are mods that bring this back, or mods that allow you to prioritise the granular jobs inside the main jobs (cleaning and clearing snow for example).
#73
Your prayers are being heard.....prepare for a code dump tonight probably. :D
#74
General Discussion / Re: Targeted for recruiting?
August 23, 2017, 08:10:57 AM
There is, i wasnt disputing that.
#75
General Discussion / Re: Targeted for recruiting?
August 23, 2017, 05:31:35 AM
Wouldnt matter, until the 67% percent chance to simply die when being downed for ANY reason is removed from the game, no model that allows you to "pick" would work.