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Messages - WolfgangPolska

#31
General Discussion / Big saved games
April 25, 2019, 02:57:57 AM
I play on normal sized mountanious map. For a few irl days ma savegame was fine, I uninstalled Real FoW mod, beacuse I thought it causes my saves to take a lot of space. Turns out it wasn't the case. After playing for 4 quadrums on my map, one day suddenly my save now takes up 856 mb (Usually tay take around 5 mb or so). Is it some kind of glitch? Can it be mod related? I have opened savegame with notepad (Notepad++ just crashes, when confronted with such big text file) and it is litttered with fighting logs. Can I delete those?  What to should I do? ;c
#32
The game starts up fine, it the saves, they now take a lot of time to load, I havent added any mods, thye just suddenly started to load slowly.
#33
The loading screen is going for ages and games wont load, help me I can't stap installing mods, how should I play without  them?



<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>AlienRaces-1.0_v1</li>
    <li>ExpandedWoodworking</li>
    <li>Vegetable Garden</li>
    <li>10_DESurgeries</li>
    <li>[v1.0] JernfalkStandaloneHorses</li>
    <li>AllowTool</li>
    <li>AnimalsLogic</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>AnimalTab</li>
    <li>AreaUnlocker</li>
    <li>BargainTweaks</li>
    <li>GiddyUpCore-1.1.3</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>battlemounts-1.1.2</li>
    <li>GiddyUpRideAndRoll-1.1.1</li>
    <li>ChangeDresser</li>
    <li>Children</li>
    <li>Dubs Mint Menus</li>
    <li>FollowMe</li>
    <li>DefensesExpanded</li>
    <li>FluffyBreakdowns</li>
    <li>Locks-2.3.0</li>
    <li>MendAndRecycle</li>
    <li>Nuclear-Energy-master</li>
    <li>PickUpAndHaul</li>
    <li>Replace Stuff - Release</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Fishing</li>
    <li>RF - Pawns are Capable!</li>
    <li>SimpleSidearms</li>
    <li>StuffedFlaks</li>
    <li>StorageTweaks</li>
    <li>TargetingModes</li>
    <li>VariablePopulation</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>VergeOfGalaxy19_0</li>
    <li>Ushanka19_0</li>
    <li>StuffedFloors</li>
    <li>Pharmacist</li>
    <li>Panzer Muffalo</li>
    <li>MoreShelves</li>
    <li>MoreFactionInteraction</li>
    <li>MedicalTab</li>
    <li>Electric Stonecutting Table</li>
    <li>Dubs Rimkit</li>
    <li>VGP_Canning</li>
    <li>Dubs Bad Hygiene</li>
    <li>Crossbows</li>
    <li>RealRuins</li>
    <li>RF - Permafrost</li>
    <li>RimQuest</li>
    <li>Achtung</li>
    <li>Realistic Rooms</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>RunAndGun-1.1.3</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Snap Out</li>
    <li>Hardworking animals</li>
    <li>Spidercamp Dog Pack</li>
    <li>ExtendedInspectData-1.2.2.4</li>
    <li>RimWriter-master</li>
    <li>HolyWasher-1.4.1</li>
    <li>TradingSpot</li>
    <li>Miniaturisation-1.0.0</li>
    <li>Faction Discovery</li>
    <li>Krysas_3.8 V1.0</li>
    <li>SYR_SetUpCamp</li>
    <li>Combat-Shields-master</li>
    <li>VGP_Garden_Gourmet</li>
    <li>WorkTab</li>
    <li>Infused</li>
    <li>rimworld-combat-training-master</li>
    <li>More Vanilla Turrets</li>
    <li>Nandonalts-Camping-Stuff-master</li>
    <li>static_quality_plus_1.1</li>
    <li>Uneasy Floor</li>
    <li>TD Enhancement Pack - Release</li>
    <li>Meals On Wheels - Release</li>
    <li>SmartMedicine - Release</li>
    <li>Random Research - Release</li>
    <li>TechAdvancing</li>
    <li>BluePrints</li>
    <li>ExtendedStorage-master</li>
    <li>Extended-Storage-Extended-0.4.0.3</li>
    <li>1464742390 CustomDeathRandomness</li>
    <li>Dubs-Paint-Shop-1.0.66</li>
    <li>Prisoner Arena</li>
    <li>1501573913 Weapon Tech B19</li>
    <li>Medieval Times (v. 1.974.B19)</li>
    <li>MoreTraitSlots</li>
    <li>Bubbles</li>
    <li>SimpleSlavery-1.0_Unstable</li>
    <li>Slave Outfits</li>
    <li>Harvest Everything!</li>
    <li>SuppressionMod</li>
    <li>ShowHair</li>
    <li>RF - Rumor Has It</li>
    <li>ColonyLeadership</li>
    <li>Roads of the Rim</li>
    <li>AlphaAnimals-1.1</li>
    <li>LevelUp</li>
    <li>SimplePlastic</li>
    <li>Faction Manager</li>
    <li>Clutter Structure_Windows_Mod</li>
    <li>CutPlantsBeforeBuilding_1_0</li>
    <li>SF [B18] Trash Furnace</li>
    <li>RunandHide</li>
    <li>MiningCo. Projector</li>
    <li>Prophetly's Big Base</li>
    <li>[1.0]OreProcessing[v1.6]</li>
    <li>SurvivalTools</li>
    <li>ExpandedWoodworkingVGP</li>
    <li>RealFoW</li>
    <li>EdBPrepareCarefully</li>
#34
Quote from: vovik on April 19, 2019, 06:07:08 PM
Can i choose several items from list?
In addition to new alloys id like a recipe to make existing alloys - like plasteel, existing weaves, etc...
Idea bout blast furnaces is perfect.
Idea about facilities is good also - like wheelcart and rack with specialized instruments (both can be relocated)

Plasteel is now obtainable at mining spot, although is has small chance to be found, same as uranium.
I'm planning to make more tech-levels for furnaces, with diffrent efficiency and smelting speed stats.
Autominer is the next c# based thing to come, so stay tuned!
#35
I want to adress some stuff:
-Currently chunks are suppoused to be chosen randomly, but for some reason only marble chunks are randomized. Slight ajustments should be made to randomizing algorithm.
-Ore, and stone dictionaries are features I would very much like to implement, yet I still lack some skill and time to do that.
- Mining platforms work like drills, so they wont be billed anytime soon.
#36
UPDATE v1.9!

Changelog:
Major changes made to mining system:
-When built, mines are depleted.
-Changing ores with click of a button has been removed.
-New option has been added instead: prospecting mode.
-When in prospecting mode pawn searches for new ore bed, old shaft will be abandoned in the process though.
-Depletion rates now vary depending on resource mined.
-Mines are now stuffed, so modded wood can be used to build them.
#37
Quote from: Canute on April 14, 2019, 05:20:07 AM
It would be nice if you give the drying racks and auto. rebuild feature like the Compost bin's from Fertile fields. Alternative an electric dry ofen with a higher capacity.

And the Mining plattform could use a higher tech version too. With a good mining pawn you need to rebuild it every 1-2 days.
Maybe Mining Shaft, after he finished his current deeph (like a regular Mining plattform cycle) he need to dig deeper first before he start a new ore cycle. And the chance for plasteel/uranium ore would be nice too.
I'm planning to add advanced version for uranium and plasteel, and maybe extend crude version with Jadestone.
#38
Are mortars affected by this mod?
#39
Outdated / Re: [B18] SF Mods 2018 REEEEEEE more mods
April 09, 2019, 04:02:28 PM
Any chance to update your mods to 1.0? I would love to use them :/
#40
Okay, issue is fixed now.
#41
Quote from: Canute on April 07, 2019, 06:49:34 AM
Some issue with the Drying rack.
After the timer reach out 100% the rack throw out the Adobe brick and in my case Mixed lumber (Expanded Woodworking) over and over.
The rack itself don't get destroyed.

I will look into this issue today, thanks for reporting.
#42
General Discussion / Choosing Fuel
April 01, 2019, 12:00:39 PM
There should be option to switch fuel on refuelables in game, why is that missing? This is a feature which would help to manage colony, yet it is missing. Is there a mod for  that?
#43
Quote from: Canute on March 30, 2019, 01:42:12 PM
Hi,
you released v1.8 but why does the archiv is named 1.0.OreProcessing.v1.5.zip ? :-)
The Source code, the file that github auto. create for a release is named
Rimworld_OreProcessing-1.8.zip

Yeah I changed that. I've also pushed new workshopdef so now you can forbid mining platform.
#44
New update released!
v1.8

I hope everthing is slightly more balanced now. And works without bugs.


Mining platform functions like primitive drill from now on.
You can't mine uranium and plasteel there anymore.
Additonal facilities where this would be possible will come in future updates.

Also I retracted form using smelters in the way they were in previous release, coal and resource production managment were too inconvinient and too microextensive for my taste.

Smelting klin and huge furnace produce a lot of heat when used, so beware when you decide to put them in enclosed spaces.


Link to github release:
https://github.com/WolfgangPolska/Rimworld_OreProcessing/releases/tag/v1.8
#45
Hello, I wanted to make recipes in my mod to leave filth, after they had been worked on, in similar fashion how butchering table leaves filth(blood) when animals are buthered. yet I havent found any class, or def, or xml tag near in table and recipe defs to give that functionality. Does any know how it works?