Thanks for the suggestion. Gunna try battling it out a few more times, might spam out a few EMP motors first because I have plenty of steel and shells.
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#1
Bugs / Re: Issue with Save Games and Faction Reputation not saving correctly
May 13, 2015, 05:49:46 PM #2
Bugs / Re: Issue with Save Games and Faction Reputation not saving correctly
May 13, 2015, 05:34:48 PM
Saves are too big. Save 2
[attachment deleted due to age]
[attachment deleted due to age]
#3
Bugs / Re: Issue with Save Games and Faction Reputation not saving correctly
May 13, 2015, 05:34:26 PM
Saves are too big. Save 1
[attachment deleted due to age]
[attachment deleted due to age]
#4
Bugs / Re: Issue with Save Games and Faction Reputation not saving correctly
May 13, 2015, 05:29:57 PM
Wouldn't let me attach the files properly so attached them to this comment
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[attachment deleted due to age]
#5
Bugs / Issue with Save Games and Faction Reputation not saving correctly
May 13, 2015, 05:28:11 PM
Noticed an issue with the Saving Feature and Faction Reputation.
The situation I'm in is an evil ship as landed near my colony (and keeps reking me).
After trying multiple things I've resorted to trying to call for help from other factions.
I had 100 Reputation with one particular faction.
I called for help 3 times (-75 rep which took this down to 25). Before doing a full engagement I saved the game one last time (as a separate name).
My main Save (before calling for help) is RimTown2 and the new save was RimTown3 (after calling for help).
When s##t hit the fan with the mechanoids I went back and loaded my first save before the help (RimTown2). The faction should at this point should have been 100 again but it has retained the 25 from the save RimTown3.
I have tested this again by spamming silver to get it back to 100 Rep and saved over RimTown3 again, reloaded RimTown2, the Rep was 100 again. I then did the same again but let them all die and captured them (took rep to -4), saved over RimTown3 and loaded RimTown2, the rep carried across to RimTown2.
In Short, even if you save with a new name, the Rep amount carries across to the other saves regardless of what it was at the time.
I'm running version 0.10.785 (says it's up to date and was complied on Apr 22 2015).
I've attached the save files for you to play with and replicate if necessary. World is also attached.
The situation I'm in is an evil ship as landed near my colony (and keeps reking me).
After trying multiple things I've resorted to trying to call for help from other factions.
I had 100 Reputation with one particular faction.
I called for help 3 times (-75 rep which took this down to 25). Before doing a full engagement I saved the game one last time (as a separate name).
My main Save (before calling for help) is RimTown2 and the new save was RimTown3 (after calling for help).
When s##t hit the fan with the mechanoids I went back and loaded my first save before the help (RimTown2). The faction should at this point should have been 100 again but it has retained the 25 from the save RimTown3.
I have tested this again by spamming silver to get it back to 100 Rep and saved over RimTown3 again, reloaded RimTown2, the Rep was 100 again. I then did the same again but let them all die and captured them (took rep to -4), saved over RimTown3 and loaded RimTown2, the rep carried across to RimTown2.
In Short, even if you save with a new name, the Rep amount carries across to the other saves regardless of what it was at the time.
I'm running version 0.10.785 (says it's up to date and was complied on Apr 22 2015).
I've attached the save files for you to play with and replicate if necessary. World is also attached.
#6
Ideas / Re: Few Suggestions
May 02, 2015, 09:28:48 AMQuote from: Kaballah on May 02, 2015, 08:38:43 AMValid point there I guess, if you're underground/in a cave though the roof would likely stay up because there are other blocks around it as part of the cave which would still "hold" the roof? So as a result it shouldn't collapse whereas rooms outside have nothing else other that the walls to support it
First one would be great, I don't have a big opinion either way about the 2nd (what if you're underground and do this).
#7
Ideas / Re: Few Suggestions
May 02, 2015, 06:23:45 AMQuote from: lone colonist on May 02, 2015, 05:53:29 AMThat is an alternative but still, shouldn't really have to do that
Set no roof zone before deconstruct any room, problem solved.
#8
Ideas / Few Suggestions
May 02, 2015, 04:20:57 AM
Just a few quick suggestions.
Firstly for Trading. It would be really handy if the Silver row always stayed at the top. For example if a Bulk Goods Trader comes along and you're trading loads of stuff and trying to get something for the value with something at the bottom of the list you currently have to keep scrolling to the top to see if you've overshot the amount you have in silver.
Secondly for de constructing. It may be just me doing this but on many occasions when deconstructing a room, the room collapses killing the colonists deconstructing it. It would be handy if they deconstruct the roof first to prevent this.
Firstly for Trading. It would be really handy if the Silver row always stayed at the top. For example if a Bulk Goods Trader comes along and you're trading loads of stuff and trying to get something for the value with something at the bottom of the list you currently have to keep scrolling to the top to see if you've overshot the amount you have in silver.
Secondly for de constructing. It may be just me doing this but on many occasions when deconstructing a room, the room collapses killing the colonists deconstructing it. It would be handy if they deconstruct the roof first to prevent this.
#9
General Discussion / Re: RimWorld change log
June 01, 2014, 06:01:21 PM
The new video to Alpha 4 is pretty cool. Did notice that the message said "The mechanoids from their hive have are beginning their assault".
#10
General Discussion / Re: RimWorld change log
May 09, 2014, 01:16:28 PMQuote from: Blackjack1000K on May 09, 2014, 01:09:35 PMIt's not in the public release yet, if you look at the changelog it states what builds are public builds. The next one won't be due for a while as far as I remember due to Tynan going on holzQuote from: insanevizir on May 09, 2014, 01:07:10 PMThose are for the Testers right now, Alpha 4 is not yet released.
So, just acquired the game via paypal, but i notice my maps dont generate trees.
The changelog said they would so i'm confused. lol
Could be wrong though
#11
Ideas / Re: A Battery Idea !
May 06, 2014, 05:38:02 PMQuote from: SirShade on May 06, 2014, 04:02:07 PM
Well...
Really strange thing that is not added and should be added
If i have x1 battery in every room and
A) those rooms have x1 bulbs
B) those rooms have x1 stove
and so on......
We get a power outage (or eclipse when we have only solar generators)
Why in the name of science don't those rooms use the electricity from the battery !!
-have the same situations and get a power outage, battery's full,....... the grid everything goes black
Can we please implement this !!
(if i have a battery in a room at my home then normally i can watch TV even if the grid is down)
I'd agree with this tbf, would kinda make sense with the power outages and ecliplses
#12
Ideas / Re: Color lights (Implemented)
May 06, 2014, 01:05:31 PMQuote from: Plasmatic on May 06, 2014, 08:59:30 AM
May 5Saw this today, and I was just wondering how this was implemented? I remember the mods that did this cluttered up the build menu a bit since they were actually different lights..
- Added colored lights, just �cause.
I was thinking maybe it would be a good idea to have a button in the info window letting you cycle through colors instead of having 4 or 5 seperate buttons in the build tab..
Maybe somebody has an even better idea?
Shouldn't be too bad now as he's redesigned the menus. It has thing such as Power, Production, Decoration etc
#13
Ideas / Re: Maintain Mechanoids
May 03, 2014, 02:59:01 AMQuote from: Quasarrgames on May 02, 2014, 08:57:55 PMExactly, this would make it a bit of a challenge and need more work to reach the more high tech stuff
Wants this. A LOT. Also, maybe they could require special computer parts that you either have to buy off really rare traders or salvage from hostile mechaniods that attack your base.
#14
Ideas / Maintain Mechanoids
May 02, 2014, 03:23:49 PM
A random suggestion to throw out there, the Mechanoids that are being introduced...
If the player can build then then these could require maintenance. Keep em repaired and tip top condition for better efficiency. They could also have a similar system to what the current power is where they require charging and deplete overtime and require specialist charge pads to continue.
This would mean the more advance tech require more attention and monitoring to keep etc
If the player can build then then these could require maintenance. Keep em repaired and tip top condition for better efficiency. They could also have a similar system to what the current power is where they require charging and deplete overtime and require specialist charge pads to continue.
This would mean the more advance tech require more attention and monitoring to keep etc
#15
Ideas / Re: Got an idea for a Storyteller incident?
October 06, 2013, 04:48:50 PMQuote from: AspenShadow on October 06, 2013, 02:53:00 PMQuote from: BeanusMaximus on October 06, 2013, 10:44:13 AM
It'd be interesting to see an event which transforms the terrain.
Things such as parts of the map flooding or changing the land to a completely different type of terrain such as snow/desert/lava pit/alien. Seeing animals & pirates etc be effected by this would be good too.
Don't forget the sci-fi bread and butter of "glassing" a planet's surface. The ultimate in bad terrain, useful only for building upon.
It'd be kinda wounding if they did try building and an earthquake levelled the building. Especially if the progress of the building was delayed.
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