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Messages - Jo The Veteran

#31
Mods / Re: Suggestion - More custom priorities.
October 06, 2016, 07:43:35 PM
I'm sorry, I meant no disrespect. I left a comment in his video about the work tab if he was still active and there wasn't a response, so I though he had halted the current project.
#32
Mods / Re: Suggestion - More custom priorities.
October 06, 2016, 04:04:20 AM
Ok it seems that he won't update work tab to A15. Any other alternatives out there?
#33
Mods / Re: Suggestion - More custom priorities.
August 31, 2016, 01:34:10 PM
That will work ;)
Great, thanks for the info!
#34
Mods / Suggestion - More custom priorities.
August 31, 2016, 08:47:19 AM
What the titles says. It would be cool to be able to set the priorities for each colonist from 1 to ∞, instead of 1-4.
I don't know any programming so this could be messing stuff up, maybe that's why people haven't made it already.
On the other hand it could be as easy as editing a config line in the game or something, maybe that's why nobody bothered? It's way to easy.
I'll stop guessing stuff now.
So can it be done? Is it done already maybe?
Thanks.
#35
Been wandering why he went and changed the name of the medical plant. I guess, judging from youtubers like MathasGames when he played RW he couldn't get the name right, kept calling it "Xerigum". But I liked it, sounded scientific, so thanks for that Flea!
#36
So I've played a couple of versions to this and the syndicate edition and I've noticed a weird thing with plants. They kinda vanish after I get deeper into the tech tree, I think it's then when it happens or it could be that I'm not looking at my farms for hours when building new tech and it happens after a while. They dissappear like how when frost kills them, only there's no cold, or heat for that matter. Only perfect enclosed hydroponic rooms. Still plants die as if from frost damage. This also happens with the best hydroponic basins, I've cheated in a few to test this out, as well as plain soil. I thought it was a seeds please bug, so I removed it in the syndicate version and I just noticed the bug happened nevertheless.
Is this maybe intentional, kinda like and upgrade to the crops plague, and if yes, is there a process to avoid it? Crafting pesticide or something. Btw I noticed the crops plague never happens now. Any thoughts to this?
#37
Vanilla is not bare, just harder and more frustrating. I mean, you have the means to transplant organs, bionic or not, but you can't craft said organs. Then when you buy if you happen to find the right trader which is 100% chance, you then need meds, and again, you can't craft meds! Well, not the ones needed for surgeries at least.
Still, if you can manage a bunch of limp, one eyed, one handed deaf colonists with some permanent brain damages, then it's a really fun game to play. It's just that my OCD won't let me play that way, but it could be interesting, and definitely not lacking in any department.
#38
Really now? Have you tried Minecraft? It's been depending on mods for years now. The developer was smart enough to even advertise this at times.
And what about those two mods? People have lives you know. That's bound to happen eventually. However for every 2 mods abandoned I see 4 new ones created in their place, and that says it all.
#39
I won't quote all you guys, it just makes a mess. This game is not "stuck in alpha", it progresses just fine the way it does now. Every update of the past made me replay it and I consider it the no1 game of 2014.
Since his team is small it may take some time for this to reach v1 but that's ok, indy games tend to develop that way.
Overall I find this game a success (even though a bit overpriced for alpha).
However, as it stands now, whether it stay a success for years to come depends completely on the community and the mod support. Just something for you to consider Tynan.
#40
Ideas / Re: Bright Hunting!
January 06, 2015, 06:32:12 AM
Nice! I'll give it a shot as well.
Thanks :D
#41
Ideas / Re: Bright Hunting!
January 05, 2015, 07:57:07 PM
Wow, I really forgot my post here. Sorry and thank you for your reply but I was actually talking about a game mechanic here, not a mod. Don't get me wrong, I use a ton of mods in each of my playthroughs, it's just that this thing should be in options you know, well in my opinion at least.
I'll still take a look at your mod. ☺
#42
Ideas / Bright Hunting!
December 19, 2014, 06:18:30 AM
Just two very basic tweaks if possible.
Brightness adjustment in options, at night it's way too moody as it is right now and I don't want to mess with my monitor brightness every time I play a different game.
Automatic hunting. Basically the hunting shouldn't be micromanaged as it is now, it should be set upon a table (butcher's probably), kinda how the stone cutter is, to provide the task and range for the action. So if animals exist outside the range, hunters won't kill anything, if it's the infinite 9999 value, hunters will hunt everything till there's nothing else left.
#43
Mods / Re: Max Number of Mods At Once?
March 29, 2014, 03:05:46 PM
That literally didn't help at all. Where is the ModsConfig.xml located, add what? The mod name? Number? Add it where?
Really now not everyone here is a programmer or mod developer to guess what you're saying. Thank God for google though.
So let me show you how it's done properly!

1. So for windows 7 you navigate to "C:\Users\(Your account Name)\AppData\LocalLow\Ludeon Studios\RimWorld", that's where you find the ModsConfig.xml.
2. You open simply with notepad.
3. You add each mod by typing the name of their folder inside those <li>(mod name)</li> symbols. Alphabetically the first 16 will be already lined up, you add the rest from your "RimWorld\Mods" folder following the same pattern as those first 16 ones.
Note that the mods you add manually will still not show in the mods list, the 16 mods limit would still apply, however they will load and run regardless.

And that is all. Either do something from start to finish or don't do it at all. Anything in between is just wasting other people's time.