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Topics - Jan2607

#21
General Discussion / Stacksize
January 30, 2018, 08:03:21 PM
Since years of playing RimWorld I had always a question, which I never asked: What is the reason for the stacksize for most resources of 75? :D
#22
I'm using a lot of mods and I like to speed up the game when nothing interesting happens. This causes a heavy FPS drop.
Is there any solution to optimize the game?
I'm currently using RuntimeGC but it helps not that much.

My computer actually runs "only" on 8 GB RAM. Would it help to use more RAM?
#23
General Discussion / Mod profiles?
December 22, 2017, 12:47:10 PM
Is there any feature/mod that allows you to create mod profiles?
I'm using many mods which are not all compatible, so I can't use them all together. When I want to start a new colony with new mods I have to deactivate the old ones and to activate the ones I want to play with.
Using profiles with assigned mods would make it much easier for me to switch between mods.
#24
Bugs / [A17b]Error when launching A17 without mods
November 18, 2017, 12:50:42 PM
i switched back to A17b, because most of the mods I play with aren't updated yet.
But when I launch the game on A17b build and I don't have any mods activated, I get this errorlog in the mainmenu:



[attachment deleted by admin: too old]
#25
From the Beta 18 release notes:

"The "Beta" designation means that we're on the final stretch before the 1.0 release, and that there won't be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after."

I'm curious, how big this new content will be. I was hoping for stuff like a water system, where you can finally build water pipes and hydro power plants. But now I'm afraid that there will be only small content updates in the future.
Did Tynan state, what plans he has for RimWorld?
I hope that there will be more content updates after release. I really enjoy reading the release notes and all the stuff Tynan adds. I really can't imagine a RimWorld without adding new content every few months. After all these years, I'm used to it :D
#26
Help / Compatibility patch for Combat Extended
June 21, 2017, 11:52:07 AM
Hey guys,

maybe one of you could help me to do a compatibility patch for Haplo's Misc. MAI mod, so I can use it with the Combat Extended mod?
I love both mods, but they don't work together.

I read the CE wiki page about making other races compatible (you can find the wiki here: https://github.com/NoImageAvailable/CombatExtended/wiki), but it seems I've missed something. My patch is creating errors as soon as I load the mainmenu.

I attached my error creating patch to my post. This is my error log, when I launch RimWorld with the patch: https://gist.github.com/c3007234a717b408aaf237ae41ac32e1

I think I did a lot wrong. I don't have any experience with modding and CE is a big mod. There are so much things you need to pay attention to.

I know, everyone of you has better/more important things to do. But if anyone has time, any help would be welcome :)

[attachment deleted by admin due to age]
#27
Bugs / [A17b] Can't store weapons in shelfes
June 16, 2017, 12:38:48 PM
I want to have a shelf with two automatic shotguns close to my prison, so I crafted two auto shotguns and build one shelf. I told the shelf to store auto shotguns only (first said "don't allow anything and next "allow shotguns only") and set the priority to the highest. But no one wanted to haul the shotguns to the shelf.
So I told my primary storage - where the shotguns were stored now. It has only normal priority - to not allow shotguns anymore. Now I wanted to manually haul the shotguns, but it said, I had no empty, reachable storage.

So I tried it with some other weapons (assault rifle, survival rifle), but none of it can be stored in shelfes.


As I write these words, I notice, that the problem seems to be to first tick the "delete everything" option or to delete full category of the item you want to store in it and then to allow this item.
It works only, if you just manually delete everything you don't want to store. And it seems that changing the priority is also buggy.
#28
General Discussion / Settling on abandoned bases?
March 20, 2017, 11:41:02 AM
I had an mining outpost near my actual colony. Because I had enough materials and I didn't want to have 2 maps loaded, I abandoned the outpost. Now I wanted to revive this outpost, but it says, I couldn't settle there because my caravan needs to be the only object on this tile.
So, it is not possible to settle on abandoned maps again? :(
If I knew this I wouldn't have give up the outpost...
#29
General Discussion / Too much beavers?
March 14, 2017, 10:25:59 AM
I had now 3 runs since A16 release and in every colony I had beavers every few days. This is the most occuring incident actually.
First, I thought it's just unluck, but it happened in all 3 runs in the same frequency.
It's a little bit annoying. Is there something wrong with the probabilty of beaver incidents in this version?
#30
General Discussion / Raiding other factions useful?
February 22, 2017, 03:18:39 PM
I tried the raiding other factions feature now two times. And well, it is a nice feature. I like the idea of interacting with other factions (and maybe with other players in the future?) but I didn't have the feeling it's worth the effort at the moment to raid factions who are far away.
They didn't have any interesting stuff I could loot. They didn't even have a working colony (no growing zones, only 8 beds for 24 enemy colonists). It was like they founded the colony just 2 minutes prior my arrival.

What do you think? Do you like to raid other factions? Do you think, it's worth it? And if you are arriving with transport pods, are you going all the way back on foot, or are you sending in material to build transport pods?

Is the actual raiding mechanics (especially other factions colony building) more or less a placeholder and will be overworked/extended in future?

#31
Hey guys,

I'm playing in a cold biome, and there are wolfs. Lot of wolfs. And they are often chasing my colonists to consume some food.
And my turrets, which I build to defend especially against these beasts won't shoot! Turrets, you had one job!

So, if my turrets don't do the job, how can I prevent my colonists from being eaten?
I get the warning just in the moment, when they are actually under attack and got hurt. And a hurt colonist can't outrun a wolf...
So, mostly my colonists don't get away from the wolf. They are losing body parts and I'm running out of medicine now.
Other colonists are too far away to get there in time.

I can't micromanage all my colonists all the day. No way! It's just not possible! And they are meant to be safe in their base - with turrets! (you are telling me, we are in the year 5001 - and these smart, sci fi auto turrets are unable to recognize a threat by animals??!!)
Is there any way to protect against these beasts?
#32
I had just a small explosion in my power lines (my batteries stored approximately 5,000 Wd, when they exploded), that led to a grass fire (not a really big one at first) between my buildings.
I dispatched all my 5 colonists that were able to fight the fire, and they worked really hard to put the flames out. But the fire spreaded really, really fast, and within moments, all my storages and my important powered buildings were on fire. All my vital goods were destroyed by fire, so I consider my colony as lost.
My colonists didn't had a chance to save my colony.

I'm on day 19 and I didn't researched firefoam poppers yet. Even if I had researched them, I wouldn't be able to build enough of them to protect all vital zones of my colony.

So... Because of this massive, uncontrollable fire spreading, I consider this as a gamebreaking bug/imbalance.
Please hotfix this.

Can't attach any screenshot that would show the big fire due to forums restrictions.
#33
General Discussion / Production costs for weapons
July 17, 2016, 08:47:38 AM
In my opinion, the production costs for weapons on the mechanics workbench are not really well balanced.
The costs of a survival rifle are 90 steel, 3 components.
The costs for a assault rifle are 100 steel, 4 components.
For sniper rifle 100 steel, 6 components. For a LMG 150 steel and 4 components.

So it's possible to craft good weapons within the first days of your colony. Everything you need, is to research mechanics and build the workbench. If you done that, why should you longer rely on survival rifles, when you can craft more powerfull automatic weapons?
One component more or less doesn't really matter.
In my opinion it's too easy to craft automatic weapons.

Before it was possible to craft weapons, I used several mods, which allowed you to craft weapons. In most of them it was easy, to craft pistols and survival rifles, but you had to research advanced weapon smithing for everything else and these advanced weapons were more expensive. Some of them (like LMG and sniper rifle) needed plasteel.

I think, the pathing to automatic weapons should be a bit harder, so that your colonists have to use older weapons like the survival rifle and pistols for a longer term.
#34
Bugs / Innocent prisoner died mood impact
July 16, 2016, 07:09:29 PM
I know, there is now a negative mood impact, if your prisoner gets killed by colonists. That's because it was possible to kill prisoners without getting this mood impact instead of execute him.
But I noticed, that the colonists will get this, even if the prisoner is NOT that innocent. My prisoner was on rampage, broke out of my prison cell and my colonists had no other choice than to shoot at him. Unfortunately, my prisoner died immediately. All my colonists got this mood impact now.
Thats a little bit unfair, I think. There is a difference, if I kill my prisoner, because it is fun or if I shoot him in self-defense, because he is on rampage.

In my opinion, it would be better, if the colonists wouldn't get this mood impact, if the killed prisoner was on rampage. Maybe it could be replaced by a smaller "I had to kill another human, but he gave me no other choice" mood impact (something like -3).
#35
As in the title, a short question: Will sunlamps still explode, if they are under no roof in the rain?
#36
Bugs / [A13]Puppy eats just before starving to death
April 25, 2016, 03:59:41 PM
I have a problem with my Labrador puppy. Often, he is only consuming food when he is starving. He is eating when he is over 30% of starving to death. I recognized this issue multiple times now.
My grown up pets don't have this problem.

My puppy is 11 days old and he is assigned to the unrestricted area, so he is allowed to enter my cooler, where I have meals and meat stored.
I can't force colonists to feed him, because he has learned every skill he can.

I would attach a screenshot of my colony, but the image would be too big.
#37
I think, the amount of infections at the beginning of the game is way too high.
In my current colony, a wanderer joined my colony in the first days. When he joined, he came with untreated asthma and the first thing I had to do, was to give him medicine.
A few days later, 2 of my colonists got the plague. One of the plague guys got a mechanite infection on the next day. Meanwhile, I got 4 prisoners, which I needed to treat because of their wounds. 2 of my colonists got shot and needed treatment, too.
Now I have a lack of medicine. I planted herbal medicine in a 7x10 field, but it was not enough. I had only one trader, who sold me 2 medicine (yes, I had other traders, too, but they didn't sell medicine).

18 days have passed now, and if I don't get any trader with tons of medicine within the next 2 days, I will get in a lot of trouble - and I'm just playing on Cassandra Classic medium difficult. I think the occurance of infections is too high for this difficulty level, especially on the first days.
#38
General Discussion / How do you deal with sappers?
April 11, 2016, 04:08:37 PM
How do you deal with sappers?
I mostly build an old school base with one entrance and a few turrets to defend it. But that doesn't work very well when sappers try to get access from the back of the base.
How I deal with them is to send my colonists in their back to shoot them. But that's a bit difficult when the enemy has more snipers or rocket launchers than my colony.
So I'm considering to change my tactic. Can you give me a few advices?
#39
Bugs / Traders always sell only 1 chocolate
April 11, 2016, 10:17:10 AM
Since a few Alphas I notice that traders always sell only 1 chocolate. I never saw a trader who was selling more than one chocolate.
Because it is not possible to craft chocolate, it is really hard to get it, when the traders don't want to sell it. Yeah, it's not that important (I never used chocolate), but I just thought, maybe you find this interesting :D
Maybe it's a bug?
#40
Help / Uninstalling buildings
December 28, 2015, 11:35:12 AM
How do I make buildings uninstallable to place them at another place?

Do I need only to add this text string <minifiedDef>MinifiedFurniture</minifiedDef>?