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Messages - Jan2607

#31
I got a ghost ship. For some reason, the game generated the image of a ship on a position, where a ship was parking before launch. It didn't disappear when it got launched and it was still there after landing back.
I can't interact with it. It is the one that looks illuminated: https://imgur.com/a/igHkKby
Is there a way to remove it?
#32
Releases / Re: [1.0] Miscellaneous w MAI+Robots
February 27, 2019, 12:32:44 PM
It should be working with CE (at least it works for me), but the colonists may hang in a reloading loop for a while (it ends, when they leave the range to do other stuff). But that's not a big issue. You can reload them manually or just wait until their reloading loop ends.
#33
Talking about the impact of the impact of that many projectiles to the CPU: Is there any chance this will be optimized? At the moment playing with grenade launchers or mortars/cannons is not very funny, especially with larger raids (had some raids with 150 - 200 tribesmen). I think a screenshot of the game would have more moving images than my frame rate in this raids :D
While I really love CE, the frame rate issue on explosions is the reason why I consider to start a new colony without CE :/
#35
Quote from: meowmeow on February 15, 2019, 08:01:42 AM

Do people eat cereal while keeping the game running at max speed?


Yes, that actually IS, what I'm doing :D
#36
Wow, I think Time based Dangers is the mod I need :D I'm running a pretty rich colony at the moment and I got raids with 200 tribesmen. The lag was extreme...
A few questions:
1) Is it compatible with CE? As far as I know CE changes points for raids, but I'm not sure, if it changes only the equipment of the raiders or the raid in general.
2) Is it compatible with existing saves?
3) Will it work with storyteller mods like the Rimsenal storyteller pack?
#37
Oh yes, thank you very much for updating this mod! :)
I already gave up my hope for an update, so I'm very happy to see this!
I definetely will use it with my next game without Combat Extended.
#38
Releases / Re: [1.0] A RimWorld of Magic
February 21, 2019, 08:10:06 PM
Did you give them the job priority in the jobs tab?
#39
I always thought, that regular updates to new Alphas are the main issue with interest in modding, because you always have to update your mods. I thought that as soon 1.0 is released, the modder would be more happy to develop their mods further, because they now can focus on developing new stuff and not to bother with updating to new versions.
But it seems I was wrong, since so many modders left now when 1.0 came out.

That's really sad. The reason why RimWorld is my favorite game of all time, is that with all those mods you always have a whole different experience every playthrough. Especially CE is a mod that gives you new and different experiences and many players use that mod. We have to set up their mod list around the big CE mod, so CE has a big influence on what other mods I can use with my new colony.
I was hoping that your CE team would now have more time to spend into new features and it makes me really sad to hear that you all lost your interest :(
#40
@nickdos: What about the 90 mm cannon? What about the KPV with armor piercing rounds? What about the Tac-50? All these weapons have the same range as the inferno cannon. And if you put some of them in your defensive line, you will match the centipedes.
I don't think that a uranium slug turret woulod get a higher range then these weapons, so it doesn't make any difference.
Btw, you can use Sabot rounds for the heavy weapons. That is the same ammo a uranium slug turret would use (since Sabots have a tip made of uranium).
#41
I took a lokk at the stat sheets on Github, and I noticed that .50 Sabot rounds do less damage than every other .50 round, but have only a slightly higher armor pen. Are the sheet numbers correct? It seems to me that the sabot rounds should be a bit more rewarding when it comes to armor pen.
Btw, there are a lot of entries missing int he projectile stat sheet.
#42
I need the ships mostly for the return to my colony (since the other options are to build transport pods or to form a caravan). So my solution for now will be to attack with pods. When the battle is won, I will send in another colonist with the ship to collect my colonists.
#43
There is a bug with generating maps for quests: I got several quests for outposts or hidden items and when you get these quests, it also says how many enemies you will get there. And everytime I use dropships to reach the site, I get a whole colony full of 20-30 enemies. Needless to say that my small expedition team got wiped out.
And in one raid for a hidden AI core I didn't find the core.
So generating the quest maps is really bugged at the moment.
#44
How about crafting FSX from Gasoline?
In some cases you really can't afford to have a herd of boomalopes (for example, when you play in cold biomes, where you'll need all your food for your colonists and you can't feed animals through the winter).
#45
Releases / Re: [1.0] Miscellaneous w MAI+Robots
January 28, 2019, 03:59:54 PM
No worries. As long as I don't interact with that event, it seems to not break my save. I just need to ignore it at the moment.