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Messages - shmooe

#1
General Discussion / Re: I really want a Johnny 5 Robot!
November 28, 2015, 01:31:47 PM
yeah he does look like Wall-E basically a rip off of the movie-ish lol but im glad im not the only one thats would want this
#2
General Discussion / I really want a Johnny 5 Robot!
November 28, 2015, 12:51:22 AM
If any modders feel like making an awesome old school robot. Will you make a small Johnny 5 robot building station or something? I feel like most people dont know who johnny 5 is. the movie short curcuit was made in like 86 or something

PLEASE!!!! lol :P
#3
Mods / Re: [REQUEST] Vehicles
December 21, 2014, 09:34:10 AM
Thats a great story, only one problem with it. all AI players have better aim then your lvl 20 shooters. so in reality, all of your men die because none of them can out shoot the lvl 1 shooters the AI has.
#4
Bugs / Re: Year 3 fire bug
December 14, 2014, 12:22:28 PM
Quote from: oBerry on November 26, 2014, 12:16:30 AM
So I've been looking around and have seen quite a few people with the same problem as I do. Right after the third year of my colony's existence, I started getting a strange error every time there was a fire. Fire stopped displaying correctly, images flashing in and out of existence, spamming the console with errors and dropping my fps to 2-3 frames a second, which makes for impossible game progression. I am fairly sure what the cause of these errors are, but I'm unable to properly fix them without a large amount of time rummaging through files and experimenting with code. I was wondering if anyone had an easy fix for this? The game is playable, but it's damn hard to manage attacks and raids when you can't look at the screen.


How to reproduce:

All you need to do is get a colony to three legitimate years of age, start a fire, and watch the errors pour into the console. Modded and unmodded rimworld does this.

I have had this many many times, I have made reports and videos and error logs and sent info to Tynan, Im sure he is looking into it. I have had it fix itself after a yrish, Not fix itself at all, and fixes itself about everytime when i left on a ship and no one was left. I feel that the boom rats are doing it, it seems to happen alot when i start hunting. also it seems that if you use the dev tools to destroy something then the object tile is set on fire, that will do it sometimes. I have been playing this game over a yr now or whenever A1 was released, this bug started in A6 i beleive im sure Tynan knows. All i can say is dont use the Dev tools dont even turn them on and see if it happens. I dont often play with them off because im always checking errors and trying to get the game to do wierd things and My friend plays with them off most the time, he never gets them.
#5
Bugs / Re: "Do until you have X" not working. Alpha 8b
December 14, 2014, 12:09:57 PM
Quote from: mbos14 on December 14, 2014, 09:19:37 AM
"Do until you have X" is not working for some of the workbenches. Maybe for some it is done on purpose. But i used it a lot for the stone cutters table. Is this a bug or is this intended.

It is important to remember you have to have a stock pile for the said item being made X amount of times. Otherwise the game cant track how many were made. Maybe this is your issue? Idk otherwise I would need to see the log file and check for an error code. also does it say anything or just not work? either way check your stock
piles 1st
#6
Quote from: reasonpolice on December 13, 2014, 12:19:14 AM
I seriously have no idea what to do against them. They outrange turrets and pretty much any weapon a colonist can hold (other than I think the Lee Enfield and the M24), and they one-shot colonists. It just completely takes all the fun out of the game for me. I have literally never beaten a scyther attack.

I have been 1v4'd by a scyther as early as one month into the game.


Just now I got 3v10'd by them so I'm rage-posting.

How the fuck are you supposed to beat a super long-range, super accurate enemy that incapacitates or kills colonists in one shot?


they do not outrange M-24. But you cant just run at them you have to sneak little by little. and use hopfully more then 1 M-24 but they will just stand there and take hits without shooting back. as far as close range. you need to have a few guys and mellee them around a corner or somewhere he cant shoot. you will get hurt but it will die. otherwise make a death box and they are easy. I find 4 or 5 of the fat boys to be much much MUCH harder then even 4 or 5 Scythers. If you really want to make them easy. Make a 1 tile wide hallway and enough 1 tile bump outs for only your colonists and cover the floor in sandbags. they cant even fight and will get shot and melleed trying to get past the sand
#7
General Discussion / Re: Berries or Potatoes?
November 09, 2014, 12:59:10 PM
Berries for sure, sell for more but same grow times, less yield but just grow more i do 20 indoor tables and 2 large outdoor grow areas by beacon and sell all day and cook them never have an issue 20-30 colonists pending prisoners. i have a 60 man randy and i have much larger grow. but i make soo much money. it gets to a point where your gonna have guys idle all the time so make them grow and make your money. and remember if you have to much move it and then dont allow them to touch it and delete the stockpile. devalues your base. the game only knows you have it if its in your stockpiles ;)

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#8
General Discussion / Keep up the good work!
November 09, 2014, 12:58:13 PM
This game is amazing! From Classic Story Mode to mods on Randy. What you can do, mods or not with this game is awesome.  Tynan great job to you and your crew.
#9
Having issues where shells are reduced by 71 in auto-hopper after reloading game. the guns also are reduced by 71 for every save and game reload. ran into wireless power issue where watts didn't match my resources. had 100000W available once for no reason. used the power when saved and reloaded game power values where diff every time. had to delete all wireless nodes, save, exit game, reload game, and put them all back. now when i see the values are messed up i just save, quit RimWorld, and reload the game. but what a great mod when you figure out how to avoid the bugs. lol it's just loads of fun with zombies, arachnids, etc... Just wanted to give my report, im sure this has already been looked into. Also please add, Auto Watt transfer system or Watt Regulator with an auto turn on. annoying having to adjust all the time when adding. it should just have the option for auto. this way i can set manual values for inner defense that rarely need changes and the outer will just take whats left of the power as needed till i run out of power automatically.... Your Thoughts Anyone?
#10
Quote from: SpazMan777 on October 11, 2014, 09:34:10 AM
I can confirm this occurs and even have video confirmation of it happening: http://www.twitch.tv/spazman777/c/5275480

It occurred in November of Year 2, coinciding with the OP's timeframe.  The fire started from an incendiary mortar.  I, however, heavily modify my game so I did not submit a bug report; but I came across this topic and wanted to contribute any info I had to help isolate the issue.

YES this is what mygame is doing to just like the video but i didnt mod anything in the game at all
Also the OP did not specify, but in my case, I'm running 0.7.583 on Windows.
#11
Quote from: Haplo on October 07, 2014, 06:30:40 AM
Custom Binds:
I've tried something like this in my new version of Miscellaneous.
Unfortunately in Alpha 7 it isn't possible to set the selection directly. With any luck it will be possible in Alpha 8 :)
For now you can save three position groups and recall them with the group key.

That sounds like a great start even 3 basic groupd would be far better then zero :)
#12
so im in yr 3, at yr 2 1/2 I noticed the fire was flashing on and off and my frames dropped a little. Now it has gotten much worse i get 4fps or crash. I turned on the dev tools to look at the log and this is what i found. Now if i dont focus the fire my fps goes back to 60. also when my guys fight the fire they walk in it, even though the pic looks like no fire between fire, it flashes on and off and burns them. Makes it very hard to put out and lags me bad. any fix for this. its not stopping! the file is to big to post

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#13
Ideas / Settable Custom Grouping Hotkeys and Selecting
October 06, 2014, 08:36:49 PM
Allow me to group/select colonist by Weapon class/type/range, custom binds (select colonists hit ctrl+7) or something like that, wounded amount, shooting skill (1-5, 6-10, 11-20) applicable to other skills.
#14
I use the explosion tool to put them out now :( But i hate it. I have 44 people in this colony i have a hugh base and i want to see how it is gonna die. How can i fix this It shows you the error codes?.... Anyone? Tynan your thoughts? I dont know how to read them. I can only do simple stuff without it turning rainbow colors and crashing lol.

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#15
General Discussion / Bad fire glitch crashing my game
October 05, 2014, 08:41:45 PM
so im in yr 3, at yr 2 1/2 I noticed the fire was flashing on and off and my frames dropped a little. Now it has gotten much worse i get 4fps or crash. I turned on the dev tools to look at the log and this is what i found (Look at pic). No if i dont focus the fire my fps goes back 2 60. also when my guys fight the fire they walk in it, even though the pic looks like no fire between fire, it flashes on and off and burns them. Makes it very hard to put out and lags me bad. any fix for this. its not stopping!

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