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Messages - Rathael

#31
I second the durability running out way too fast for armor of this type:
"I am Iron Man!" > "I am Rust Man!" > "I am Naked Man!" :p
#32
Yes, for me it was the PODs mod that made the button go away.
#33
Hmm after having removed Edb Prepare carefully it has stopped. I can gen worlds with rimfire already active now. odd.
#34
Yeah the directory inside the zip is 1.4.. and it throws a ton of errors.
#35
Getting the same problem here, no button.
#36
This mod is giving the same error on world gen as Right Tool For The Job.
https://ludeon.com/forums/index.php?topic=6666.45
#37
Should be an easy add, just place the icon on them if they get the "I'm wearing tattered clothing" thought.
#38
There is a patch that lets you use both here on the forums.
https://ludeon.com/forums/index.php?topic=10443.0
#39
Will do. It might be from trying to spawn items in the people in cryo-caskets. I've noticed some mods that add implants will sometimes throw errors on starting a new colony from things like Leg, Arm, heart, etc parts. (that was in a8 though and the game still ran fine.)
#40
Hmm. Now that I think of it, you might want to make Bionic, Nano, and Cyber all distinct sets from each other instead of a straight upgrade. I tend to skip past the first two and go right for the Cyber stuff since it is always better.

With the new changes to surgery, the possibility of catastrophic surgery results will make people want to do the fewest surgeries possible and even more people will probably just wait until they have access to the cyber implants.

Something like:
Bionic = Worker Upgrades
Nano = Melee
Cyber = Ranged
Might work out okay. They would each upgrade some of the same things, but with a heavier emphasis on each category? Nano would have heavier armor and melee abilities, Cyber would be good for speed and ranged abilities. What do you think?
#41
There is!? Why have I not seen this? Awesome! I'll look for it. Maybe it is because I tend to skip past nano and go for Cyber stuff.
#42
Ideas / Re: Alpha 10 - what do you want?
February 19, 2015, 03:20:47 PM
1) Ability to see and compare weapons, and other items like armor, side-by-side.

2) Show all the body part slots and what they are filled with, instead of only showing when they have something in them.
   Right Leg: Human Leg
   Left Leg: None
   Right Arm: Cyber Arm
   Left Arm: Human Arm
   etc.

3) A display much like the above for armor slots.
#43
I would also like to request two new guns.

1) A slightly faster firing version of the Nano/Cyber Rifle, but only fires 1 shot at a time. Longer range and more accurate than the pistol, but not as much as the sniper gun.

2) Nano Shotgun and Cyber Shotgun. :)
#44
Getting this error when trying to generate a new world.

Exception filling window for RimWorld.Page_CreateWorldParams: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StatWorker.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
  at RimWorld.StatWorker.GetValueAbstract (Verse.EntityDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at RimWorld.StatExtension.GetStatValueAbstract (Verse.EntityDef def, RimWorld.StatDef stat, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.IsDerpWeapon (Verse.ThingDef thing, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.ThingStuffPair.get_Commonality () [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.<TryGenerateWeaponFor>m__F0 (ThingStuffPair w) [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Func`2<RimWorld.ThingStuffPair, single>:invoke_single__this___ThingStuffPair (RimWorld.ThingStuffPair)
  at Verse.GenCollection.RandomElementByWeight[ThingStuffPair] (IEnumerable`1 source, System.Func`2 weightSelector) [0x00000] in <filename unknown>:0
  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator+<GenerateFactionsForNewWorld>c__Iterator6A.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0
  at Verse.DialogUtility.DoNextBackButtons (Rect winRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Layer.DoWindowContents () [0x00000] in <filename unknown>:0
#45
General Discussion / Re: Endless play thoughts?
February 07, 2015, 03:18:46 PM
a) There are tons of ways renewable resources can (and have been by mods) added to the game. Melting down items, underground/space based mining, etc.

b) Tie attack scaling to something. Number of colonists, total value of items currently worn by colonists, research tiers, etc.

c) Let traders take stuff even if they run out of money. You won't get anything for the extra items, but it lets you dump stuff you don't want.