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Messages - Uglyr

#46
Quote from: Canute on June 27, 2015, 02:39:38 PM
No, Haplo removed the trade beacon with the last update,

But the trade's are working fine with me, orbital and local trader.
Hm... After you say that I tried several things and it looks like if I build beacon outside the trade start working.
#47
Looks like trade also broken. Drug dealer traders came to my colony, built tent but no beacon appeared. I built my own beacon and tried to buy leather - hit accept, trade window become black and nothing happens. Esc close the window, but no pods with bought goods fall, the silver deducted however and traders no longer have the good I bought.
#48
Argh! Randy Random not so random. (
I picked him and second difficulty to get familar with mod and ice biome. But he keeps sending raids, wargs and zombies every day. Due to low difficulty they are low numbered so wiped almost without wounds, but my pawns have time just to eat, sleep and fight. I already have 4 prisoners (3 colonists) and lot's of bodies I don't have time to strip and butcher. No time for production either. Sure sometimes he sends pods or trader, but it's like 1 positive event for 6 raids and 2 visitors. I'm afraid to imagine what would happen on higher difficulty. (
#49
Quote from: Tynan on June 22, 2015, 04:21:55 PM
Thanks. To clarify, I don't mean to announce anything about what I'm going to do. Just make a general statement on the principle of "when is it ok to call a game finished". I think the best standard is, "when you've fulfilled development promises", which I think I've pretty well covered at this point. I think I'll work a lot more on RimWorld anyway, though, because people like it, I like it, and it's profitable. I might need to take a break though.
Being office support/developer I also tend to promise(negotiate for) less, then give more than promised. Rather than promise more - give less.
#50
The wait is over! Hurray!
Just started at last in a 5000 meter mountain. Looks like there is a bit less starting resources (no glass and chips at all). But on the other hand almost every production table can be made of steel blocks so I guess I'll be ok.

Generator is back, but I'm not sure if I can spend precious wood for burning. Wind generator now need concrete to build and mixer need energy (if not changed), so I guess I have to burn.

Haven't seen any mushrooms so far. I hoped to eat them (no plants or animals on map). Are they removed or need special condition?

Deconstructed bamboo wall near base. Are you joking? Bamboo wall 0% to burn and 1225 hit points, while granite 595 and steel bar 350?
#51
Quote from: Tynan on June 22, 2015, 12:10:06 PM
It doesn't make much sense for me to take a game to which I intend to add many more features - like this one - and call it "finished" early for no real reason. Kerbal was in alpha for like 5 years because they added content for 5 years. That's what alpha means - content is being added. So I'm choosing to stick with the definition of the word for now, and defer 1.0 until I'm pretty sure that I'm not adding substantial more stuff to the game.
Big companies usualy have the other vision. Nice and stable enough = Release. Content to be added = DLC. Update graphics a bit = "GameName II". Leave all mechanic intact and change names, items and pictures to medieval = "GameName: Middle ages".  ;)
#52
Quote from: skyarkhangel on June 20, 2015, 08:43:13 PM
too much time spent on localization to russian.  At present already translated SeedPlease+VegetableGarden+part of Rimbakery (it takes about 5-6 hours..) - new mods in next update. Now I doing the translation Pirates! mod by Shinzy. My girlfriend soon killing me  :-\
If it's only localization left then it's not a big problem for me as I play in english. Maybe you can release non-russian version first and then translate the rest?
#53
Any chance of pre-alpha today?
#54
Strange event I see

[attachment deleted due to age]
#55
General Discussion / Re: how to capture
June 18, 2015, 11:12:35 AM
I saw visitors go to eat and sleep sometimes so I think raiders also will starve and sleep.
#56
Quote from: Skissor on June 15, 2015, 06:17:02 PM
Quote from: milon on June 15, 2015, 05:44:31 PM
Haven't tried it yet. I just assumed the "container" had to be big enough.  Not the case anymore?

I'm guessing it's not like this anymore. Even my construction spawns mechs outside sometimes. I'll test it later and report back.
I guess there is no possibility for game to understand inside/outside with 100% chance. It's logic based on algorithm that can be cheated. If it is based on room/outside than you can use magical "no roof zone". If it is based on area enclosed with walls - you can make labirinth with 1 exit where you can quickly build a wall after spawn.
As for inititating I think it's better to use turret, so you can build walls far from ship.
#57
Quote from: skyarkhangel on June 17, 2015, 04:40:33 AM
Big thanks to players for their bugreports, were corrected a lot of mistakes. Soon will come the next update with bug fixes and new modifications.
Hope it will revive crafting table and generator.
#58
By the way. There is undocumented feature: if you start without using Prepare carefully you get enourmous number of starting resources. Much more than you can get with preparation points. It will negate bugs with hidden craft table and other broken production lines.
#59
Quote from: thefinn on June 16, 2015, 12:17:18 PM
Seems this was released a little early ?
Yep. If you are new to the mod I'd suggest playing 1.4c with alpha10 - it was pretty balanced. 1.5 broke a lot.
#60
Generator (kindling eater) is missing. Or is hidden in some tech deeper than before.