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Messages - evrett33

#46
General Discussion / Re: Any way to remove old bases?
January 30, 2015, 01:06:18 AM
Quote from: GlassDeviant on January 30, 2015, 12:39:07 AM
I am not sure what you're asking here.

On the world map there a bunch of places where ive built colonies in the past. I can no longer use that spot on the map because there was a base there. Those spots are the favored environmental conditions I like to build bases in and I'm wondering if there was any way to get rid of the old base (the save is long gone) and start a colony on that spot again,.
#47
I dont understand the kits..what is the reason for these things? I keep building the tables that require kits instead of the regular ones and its annoying.
#48
General Discussion / Any way to remove old bases?
January 29, 2015, 11:10:43 PM
I've got a world I really like with good names and everything and its starting to fill up with old bases I lost or gave up on..any way to edit those away so I can use those maps again?
#49
Ideas / Re: Trader Affinity
January 27, 2015, 06:12:23 PM
In keeping with Ludeons desire for storyline centric content..why not make the trader leave the ship and be an actual person who comes down and you need to babysit. Think like the Postman.  This arrangement creates much more story and character attachment then a com computer. He can stay in Haplo's tents...or one of your colonist's bed!
#50
I'm having this problem too...what mods are you using?
#51
General Discussion / Re: Desert Biome
January 25, 2015, 09:52:27 PM
The challenge to the desert biome is lack of growing soil, heal and lack of wood and lack of large meat animals. If you like snow you can certainly generate worlds with desert in the colder areas. Personally I find super hot deserts quite challenging because heat is harder to deal with than cold  and there are no muffalo/deer to eat. Plus you a forced to work with largely with stone which needs to be researched. Easy to hard is Temp. forest, arid, boreal forest, tropical, desert, tundra. IMHO.
#52
Not a problem for me but other might not be able to create an account or are banned and might not be able to access the mod. Also the compatibility fixes had the log in gate before I could download them.

I'm having a beast of a time getting expanded woodworking, xtraplants and biodiversity and to load without the white errors. Then when they do the sprites wont load in Prepare carefully if I try and make a new colony. It seems to be an either /or scenario..half the time frustrated with need to load twice gfx bug I get every now and then for all mods.

Xtraplants has a compadability patch for woodworking that is a mod in itself, while you patch for xtra plants is just a biome file..is seems like a mess. Can you guys get together and agree on 1 tree/wood/anime improvement mod so there is not so much juggling/patching going on? or Could you make biodiversity work with T's extracrop/xtracloth mods? And I guess expanded woodworking if that isnt already kosher.
#53
I am finding juggling/updating the multitude of mods I need to deepen the content to the point where I can enjoy it is getting too difficult and tedious. To many cooks in the kitchen, soo many incompatibilities, and practically no transfer of community work to the actual game.

Could you please spend some time merging some of the mods that have been around a while or are really great interface improvements so I dont have to be frustrated by choices between interface and content ?
#54
Im' being forced to log in to the forums in order to download this..is that what you want?
#55
Ideas / Re: Steel is acting not as steel at all.
January 25, 2015, 12:20:32 PM
can we name it "rimmetal" or something..steel isnt found in the ground..some kid is going to mislearn what steel actaully is.
#56
Ideas / change slavetrading to an event
January 25, 2015, 12:19:20 PM
Instead of just calling up the lcoal slavetrader how about a slaver show up and you must buy/sell something with them or they will try and harvest from your colony. A slaver attack could be 3 people armed with stun weapons and 5 naked runners who blizt your base and capture your people.
#57
General Discussion / Re: Thanks Tynan
January 22, 2015, 10:51:13 PM
hops growing on an alien planet? with alien yeast? hmm grumble grumble..cant rimworld have something in its own flora that has a similar effect on humans?
#58
you should ask ludeon if they've been contacted by any youtubers or media types..especially with Pax south right around the corner. I'm sure one of them could craft it into a contest and prob cough up a prize for the winners.
#59
General Discussion / Re: what is a walruss ?
January 22, 2015, 10:35:57 PM
"Exhibit A) Walrus. Such majestic creatures." Eh who cares what they look like..how do they taste!

I'm curious how the art program is going to handle the art of intergalactic space pirates..I mean decorated items have prob been around awhile and I'm assuming most folks on rimworld havnt been here the whole time..so is there going to be a lot of art that makes no sense because it from another planet/culture etc.

"on this scutpture is a a craving of a Uygergdfs overturning on the I-15 freeway. It is surrounded by marklakrs and verablalaes and smells like orishness"
#60
This looks great! Is there anything special involved is making the animal sprite? you could totally run a contest to promote the game and mod if there isnt much involved beyond drawing the critter.

Are these 7 all spread out into different biomes?