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Messages - omatkoicorko

#46
Quote from: mrofa on March 11, 2018, 08:38:12 AM
Oh... well thats a bug, thanks for reporting, willl try to fix it soonish
just tried also utility wall. same bug here
#47
hi, maybe you will be able to help me guys. i have full pack of clutter mod, and i have issue with windows. when i want to build it, it says that i should do it on wall. so i tried to do it on reinforced wall from this mod. but pawn deconstruct wall and build a "steel" wall with window. even when reinforced wall is based on granite. window mod is above any other clutter mod in the order. window works with vanilla walls.



regards.
#48
Help / making shields some defs that i dont understand
January 11, 2018, 05:12:27 PM
hi,

i want to make medieval shields with functions like parry or deflection. as far as i know deflection is possible thanks to JT, but i have problem to understand it without tutorials or sth... also i have found def stat liek       <MeleeParryChance>1.0</MeleeParryChance> researching "combat extended, but this is also a problematic thing for me, maybe you know how to start with this?

rest like creating apparel is quite easy
#49
Releases / Re: [B18] A RimWorld of Magic
January 10, 2018, 03:16:09 AM
Quote from: henk on January 09, 2018, 07:48:25 PM
First line in Needs is Mana - not present for pawns that don't have a magic or physical skill.
Thanks!
#50
Releases / Re: [B18] A RimWorld of Magic
January 09, 2018, 07:26:58 PM
ohhh this is beautiful! thanks for that mod :D

i have one question, is it possible to know how much stamina or mana our pawns currently have? i dont see any indicator or metter

regards.
#51
hi,

im playing medieval version of the game (cool mods btw) but thats what i have found:

our pawns can attack whatever is near if behavior is set for aggressive, but while drafted they are standing still, while ranged pawn attack on sight. why not to make melee attack on sight while drafted? if someone want them to be still, it should be a button to change behavior, like stand still or move and attack on sight while drafted.

also sometimes i have few pawns under control, but it is impossible to order all selected to attack one target, it need to be done one by one. we should get such possibility like in RTS games because while drafted we have full control of pawn.

regards.
#52
Bugs / [B18] Traders caravan cant leave...
December 31, 2017, 08:21:01 AM
they start to moving all around you place in pack but they wont move to nearest exit, its more as they are searching such exit near home area. i have base in mountain, so i checked using developer tools if there is any exit somewhere in mountain just to check as someone suggested me, to check for blocked routs. but all borders near base were blocked with rocks that mean there is no place near by that they could use, so it looks like they are searching for such place. they left when i have made such passage in my base from "home" area to border where i made a hole.
#53
Ideas / Re: new task for marines assassins etc.
January 02, 2016, 08:34:52 AM
it is more like finding a job for someone who can only shoot
#54
Ideas / new task for marines assassins etc.
December 30, 2015, 08:00:43 AM
hi,

i just have only one idea... probably all of us got one or more (i got plenty) settlers that are assassins or some kind of military guy that cant do any other work or is just very poor at it. so why not a guarding or something similar ?

i would see a watch tower with assassin inside that would guard entrance, before we will research automatic guns. also watchtower would add to range of a gun.

or at least patrols or any other militaristic tasks to do. it would be really cool.
#55
Bugs / performance with more than 3 colonists idle
December 18, 2015, 04:01:19 AM
hi,

i dont know if we can call it a bug, but for sure it is very annoying.
when in late game most things are done and in one moment my colonists are idle and are searching for new this to do, performance drastically drop. from 60fps to 20 or even less sometimes. but it happens only when colonists are idle in number more than 2-3, as all of them are running scripts to find a job

and while im trying to find a job for them, it is not possible for all of them ;)
i think this is major thing that need to be polished.
#56
Bugs / Re: spike lag
July 04, 2015, 08:15:42 AM
Save game would be heavy modified,

I will check with time shedule, but i have set bed time, wake up and anything for rest of the day. As for jobs, i dissabled what i do not use
#57
Bugs / spike lag
July 03, 2015, 05:07:57 PM
hi,

i have spike lag each time my colonist are idle, it is ok when 2 are idle, but for a few moments i had like 10 colonists idle, and then huge lag appears, when it bed time (nighty nights ;) game run smoothly, when they have job, maybe sometime lag happen on largest map, but my pc cant handle 10 idle colonists

regards.
#58
ok it is now, i re-installed all... i have to say it is nice mod, but i wonder if it is possible to repair items worn by colonists
#59
shouldnt be any menu under right button on item to mend it ? it is hard to mend items that you actually wear
#60
it is not working with Ultimate Overhaul Modpack