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Messages - code99xx

#16
Does this work with map re roll?
#17
Quote from: viperwasp on October 19, 2018, 02:01:07 AM
Anyone have any info on possible updates or from the Dev of this mod? It's really good. We need 1.0. lol

+1
#18
Quote from: CyanSam on October 20, 2018, 11:47:24 AM
Non-Steam links for 1.0 please?

+1 for that request
#19
Mods / Mod that adds windows for 1.0?
October 19, 2018, 08:03:33 AM
Title

I remember seeing one at some point but cant find it anymore, well, not one that is 1.0 compatible.

Thanks in advance
#20
Quote from: OFWG on April 17, 2018, 03:57:54 PM
That's either a new bug or something from a mod. The auto-undraft shouldn't happen if there are hostiles on the map, whether or not the pawn is fighting.

You know, something you said made me think ... "if there are hostiles on the map"

Normally when you have hostiles on the map they would be marked red (their name would) and you can select those hostiles and check their stats and such and normal. However, I play with Zombieland mod and I dont believe this mod treats zombies as normal pawns. You cant select them, they have no name and when hovering with the mouse over them you get no info, as if they werent there.

I think thats why my pawns undraft themselves in the middle of a "battle" against zombies because techincally there are no enemies on the map. I havent paid much attention when i was fighting humans.

I'll try a game where i disable zombieland but keep all other mods enabled and get into a fight and see whats going on.

#21
Ill start doing some tests see what i come up with.
#22
@ioci  By firefight i mean, a firefight, with guns :)

I am playing with the zombieland mod and I was defending against 50+ zombies and I literally sat there and watched what my pawns would do.

They were firing their guns constantly since there were lots of zombies and occasionally some of my colonists would undraft themselves even tho there were enemies in range.
Maybe there's a timer that says "if a pawn is drafted for more than X hours -> undraft them" because the fight lasted several hours.

None of my colonists got hungry or tired in that time.
No matter the reason, the game should not overwrite my decisions, period. In a fight for your life you wouldnt stop and go mine, eat or take a walk, would you?

Dont get me started on how tedious assaults on enemies are now! Its really difficult to prepare for an attack on some enemies. While im trying to position people before initating the attack, some dude decides to leave because he been drafted for too long. Thats stupid. I have to check every pawn several times and move them a bit to reset the timer so i can setup my attack plan.

That is tedious.


Quote from: Canute on April 16, 2018, 03:50:57 AM
And normaly you need to move your pawn very often to follow the fire, which would reset the idle timer.
I can't imagine that they undraft, except you forget them.

Not if you are defending and are behind cover.
#23
Ideas / Re: Auto undraft = bad
April 16, 2018, 02:53:19 AM
I am sorry for bringing this thread back to life (so to speak) but this issue is still here and it needs to get adresed.

I recently returned to rimworld after a break and was un-pleasantly surprised that my colonists undraft themselves when they shouldnt. At first i thought it was a bug due to my several installed mods but it turns out its a feature!

This "feature" is bad and it does more harm than good!
#24
General Discussion / Re: Pawns undrafting themselves
April 16, 2018, 02:45:33 AM
I can now say 100% that they undrafted during a firefight. They were literally firing their weapon and then all of the sudden they said "nah" and went for a walk.

I dont like this at all. I really hope they remove this or a mod comes out with a fix for this.

I agree with you, a simple notification or a message or something similar is more than enough. It should say "you've got drafted colonists", thats it.
#25
General Discussion / Re: Pawns undrafting themselves
April 15, 2018, 04:21:27 AM
Well, i can swear i saw my pawns undraft during a firefight. They werent sitting idle. Cant be 100% sure tho. Ill keep an eye out for the next time this happens.

Also, is there a way to disable that "feature" you mentioned?
#26
Hi,

In my current game i cant keep pawns drafted for more than a couple of in-game hours.

Literally in the middle of a fight, my pawns decide they dont want to fight for their life and instead go take a walk or carry some wood or tending to some animals or anything else other than staying drafted.
I always have to keep a close eye on them and draft them again  when they decide they had enough.

They are not hungry, sleepy or wounded. Whats going on? They shouldnt be doing that.
One dude undrafted himself in the middle of a fight and just as he left cover he got headshotted ... nice, awesome choice of actions buddy!

Help me figure out whats causing this.

I do have several mods enabled but none that should alter pawn behavior like this (i think).

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.9.7</li>
    <li>AnimalsLogic</li>
    <li>AllowTool</li>
    <li>MapReroll</li>
    <li>ModSwitch</li>
    <li>RuntimeGC</li>
    <li>Miscellaneous_Core</li>
    <li>SafelyHiddenAway - Release</li>
    <li>SimpleSidearms-1.2.5</li>
    <li>EdBPrepareCarefully</li>
    <li>A_Dog_Said-B18.2</li>
    <li>Hospitality</li>
    <li>PrepareLanding</li>
    <li>Psychology</li>
    <li>SparklingWorlds Core Mod</li>
    <li>SparklingWorlds Chemical extraction</li>
    <li>SparklingWorlds Events</li>
    <li>Vegetable Garden</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Garden_Gourmet</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GoWWeaponPack</li>
    <li>Rimatomics</li>
    <li>Rimfire 2.4</li>
    <li>RT's Weapon Pack B18</li>
    <li>VanillaFriendlyWeaponExpansion</li>
    <li>FewerInfernoCannons</li>
    <li>SkillOverhead</li>
    <li>ShootingSkillEnhanced</li>
    <li>Rimmu-Nation Weapons (B18)</li>
    <li>USCM - Core</li>
    <li>Rimmu-Nation Camping Stuff (B18)</li>
    <li>QualityCooldown</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>AnimalHusbandry</li>
    <li>Apparello</li>
    <li>ArmorStuffExpanded</li>
    <li>Cooks Can Refuel</li>
    <li>DermalRegenerator</li>
    <li>Doors-Expanded</li>
    <li>ED-Embrasures</li>
    <li>FashionRIMsta -A18</li>
    <li>FinishTheDamnThing B18v1</li>
    <li>Harvest Everything!</li>
    <li>ImprovedWorkbenches</li>
    <li>Lets Trade</li>
    <li>ManhunterPacksRebalanced</li>
    <li>Megafauna_b18</li>
    <li>MiningCo. ForceField</li>
    <li>More Furniture</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>ParasiteTendsMatter</li>
    <li>PickUpAndHaul-0.18.1.8</li>
    <li>PlantCuttingIsForGrowers</li>
    <li>PowerSwitch</li>
    <li>Prisoner Outfit</li>
    <li>RedistHeat</li>
    <li>RelevantMechanoidSurgery</li>
    <li>RimFridge</li>
    <li>Rimsenal_Hair</li>
    <li>RimWorld-Mending-master</li>
    <li>RimWorld-ShareTheLoad-master</li>
    <li>Hand Me That Brick</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Room Food - Release</li>
    <li>RT_Fuse-B18-1.1.1</li>
    <li>RT_SolarFlareShield-B18-1.2.2</li>
    <li>RWTemperature</li>
    <li>SF [B18] Priority Treatment</li>
    <li>SF [B18] Rain Removes All Filth</li>
    <li>SmartMedicine - Release</li>
    <li>Smokeleaf_Industry-1.10b</li>
    <li>SnapOut-B18</li>
    <li>Spoons Hair Mod -A18</li>
    <li>TilledSoil</li>
    <li>VanillaFriendlyBatteryExpansion</li>
    <li>VeinMiner</li>
    <li>WhileYoureUp</li>
    <li>zombieland-master</li>
    <li>Minigun-Handling-0.17.0.2</li>
  </activeMods>
#27
General Discussion / How do you go around the place?
September 11, 2017, 12:12:40 AM
... and by place i mean planet.

Is it just me or are caravans just not viable? It takes too long for them to get anywhere  and you need to bring loads of food for the trip and even then sometimes you dont have enough of it.

Transport pods on the other hand look awesome on paper, instant(?) travel and they carry a lot of stuff and you can launch several of them at a time but are only one time deal, what do you do when you get to your destination?


Say you need some resources that you cant find on your map anymore but you can probably get it somewhere else on the map.
How do you do it?

I was thinking about this and would it be viable to build a few pods, launch your ppl to your destination, mine/do what you need, build a few pods there and get back the same way you came in? You could bring the materials and fuel needed for the new pods with you so you dont have to mine/manufacture anything there ...

Would that be viable?
#28
Mods / Re: Replace walls?
September 05, 2017, 08:04:02 AM
oh ...

Thanks, i feel stupid now. I have looked at and downloaded more than 80 mods for my current playthrough and i never seen those mods :)
#29
Mods / Replace walls?
September 05, 2017, 07:43:27 AM
I was wondering if it would be at all possible to make walls act like vents/cooler/etc in the sense that you can replace a wall type with a different type without having to  mark it to be deconstructed and then wait for your pawns to deconstruct it before being able to place the blueprints for another wall.

Im sure i over-complicated my explanation, so, an example:

I have a building which walls are made of wood and I want to replace them with granite walls. Would be great if you can just place the blueprint of the granite wall over the wood wall and let your pawns deconstruct/build automatically just like they do when you place a cooler.

Its a QOL change, i think it would be great to have this, if its even possible.
#30
Quote from: Canute on September 01, 2017, 03:54:52 AM
Vanilla Animals Overhaul
https://ludeon.com/forums/index.php?topic=34173.0
- All bears, Alpacas, Ostrich, Rhinoceros, Cow, Elk, Caribou, Warg and Elephants can now be used as pack animals and will be used by other factions.

Awesome, thanks!

I looked for something like this but couldnt find it :)