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Messages - Adamiks

#31
Releases / Re: [1.0] Zetrith's Multiplayer
May 22, 2019, 07:33:23 AM
Quote from: Onasaki on April 20, 2019, 08:24:29 PM
While this mod is pretty cool. I'm having issues trying to get it to actually work. Me and a friend tried to connect, first with me hosting, and then with them hosting. Neither of us were connecting to the other, and would just sit there. Though I was using a steam version of Rimworld, they're using a non-steam version.

This is without any other mod active. The github page mentions port forwarding, but I've never needed to port forward before, when doing other kinds of things like this. Like the Phi Server never had any problems.

Any ideas?

Me and my friend are having basically the same issue. I have non-steam version, he has steam version. When he tried to connect directly to my hosted game, his game crashes before it loads. When i try to join his game, it just never connects.

Any fixes, please?
#32
oh, you guys reset the count?
45
#33
Off-Topic / Re: Count to 9000 before Tynan posts!
November 28, 2018, 05:09:50 AM
8774
#34
Off-Topic / Re: Count to 9000 before Tynan posts!
November 15, 2018, 05:27:47 PM
8730
#35
Those are some pretty decent mods, so i'm bumpin' it
#36
General Discussion / Re: Sandbags nerfed?
November 13, 2018, 05:15:30 AM
It is too cheap and effective, sure, but the issue is, it does nothing to change that fact. Just leave a space in-between and you're good. Useless nerf, really.

And yea, the door nerf, first thing i did was look for a mod to change that, it's triggering, a person with no arms would be able to close a door faster than colonists in 1.0
#37
General Discussion / Sandbags nerfed?
November 12, 2018, 11:11:29 PM
I just noticed that if you place sandbags (or steel/stone chunks) next to each other, the pawns will be slowed only by the first one and walk through the rest with normal speed.

I think it's a nerf to kill-corridors filled with sandbags, but, if that's the case, that's one of the most backwards nerfs i've seen in a while, cause if you leave a free space between the sandbags, pawns get slowed by both. So kill-corridors are as viable as before - just have to be 2x longer.

Meanwhile, i use chunks and place them around my base to slow enemies, but, they don't get slowed at all (only by the first chunk) because of this bizarre mechanic.

To be honest, i really despise this kind of nerfing. The nerf done to traps really itches me too. Why go for these wacky nerfs instead of just improving the AI? Giving the players means to defend themselves and then nerfing them all (can't control mini-turrets, walls and especially doors are weaker, this pass-through nerf, traps can't be placed next to each other and get destroyed) in one way or another because they just take advantage of AI's dumbness is, well, dumb.
#38
Off-Topic / Re: Count to 9000 before Tynan posts!
November 06, 2018, 03:17:38 PM
8698
#39
Off-Topic / Re: Count to 9000 before Tynan posts!
November 03, 2018, 12:34:46 AM
8690
#40
Releases / Re: [1.0] Psychology (2018-11-1)
November 02, 2018, 09:17:09 AM
I'd love it if someone could release an edition of this mod but without anxiety. I swear to God, but it seems like all my colonists would develop anxiety just after their first mental break, and it's a real bitch to deal with, especially early in the game when you cant spare any medicine at all. Besides, it doesn't make any sense to use medicine for a mental issue. I'd propose implementing Therapy mod (with proper blessing first ofc) into this one.
#41
Releases / Re: [1.0] Bad People
November 02, 2018, 09:06:52 AM
Seems to have fixed it, i don't get the error at least, i'll play with this version and let you know if anything's wrong. Thanks
#42
Off-Topic / Re: Count to 9000 before Tynan posts!
November 02, 2018, 08:51:29 AM
8687
#43
Off-Topic / Re: Count to 9000 before Tynan posts!
November 01, 2018, 02:47:52 AM
8683
#44
Releases / Re: [1.0] Bad People
November 01, 2018, 02:47:18 AM
I get this error. No other mods installed

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for BadPeople.Initialization ---> System.NullReferenceException: Object reference not set to an instance of an object
  at BadPeople.ClassInjector.Initialize () [0x00000] in <filename unknown>:0
  at BadPeople.Initialization..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#45
Off-Topic / Re: Count to 9000 before Tynan posts!
October 31, 2018, 04:43:49 AM
8679