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Messages - Havan_IronOak

#16
Rather than browsing every board on the Ludeon site I frequently use the "Show new replies to your posts." to cull the activity down to those things I'm most likely to be concerned with.

Is there anyway to cull the list further? That is eliminate some of the threads that are flagged as your having posted in them?  For example I posted in the Introduce yourself folder but I don't need to see that on my short list every time I use the "Show new replies" link.
#17
Outdated / Re: [A14] Community Core Library v0.14.2
August 12, 2016, 07:23:28 PM
Quote from: 1000101 on August 12, 2016, 10:03:06 AM
You can click the little lock icon beside the minimap and drag the minimap itself to anywhere on the screen you like, you can also resize it.  ;)

That's all true and I'm quite happy with the way that it all works.

However I recently was limited to a lower resolution for a time and while game runs quite well if one plays at a lower resolution screen real-estate becomes a real issue. Having the option to have pawn icons stack vertically rather than horizontally would give users limited to those resolutions better options.

That's what my suggestion was in reference to. The game works fine for me and this mod is great as is.
#18
Outdated / Re: [A14] Community Core Library v0.14.2
August 12, 2016, 09:19:10 AM
I'm loving the mini-map that's supplied by the CCL!

However I ran into a bit of a screen real estate problem when I had a lot of colonists (8?) There was no place along the top border that I could position the mini-map where it wasn't making it difficult to see and click on my pawn icons across the top.

Is there any chance that pawn icons could be stacked vertically like the inventory numbers are?  I'm thinking that this is a factor of the low screen resolution I'm using (PC Graphic card issues) but I'm guessing that this becomes an issue eventually if a colony grows really big.

Sorry if this isn't the best place to post this, but I'll gladly move it if someone suggests a better thread.
#19
Mod bugs / Re: Game Crashed on Creating a new colony
August 11, 2016, 02:18:03 PM
I think that it might have been Tangerine Jams Ambient Music. I removed several. I was suspicious of Misc Map Generator and the Patch that goes with it so I removed them as well. No more crashes.
#20
Just seeing all the discussion about having Steam mod updates break the saved game files...

Can this be avoided by going into Steam Properties for RimWorld and setting it to NOT automatically Update? Does that work for just the base game or for mods too?
#21
Mod bugs / Game Crashed on Creating a new colony
August 09, 2016, 10:07:28 PM
Just started with a new colony and a new mod list. Game crashed at the world creation stage. I never saw a map. My seed was Gaia.

[attachment deleted by admin - too old]
#22
Mods / Re: Nominate a mod to be included in RimWorld!
August 09, 2016, 09:28:12 PM
By all means THE most important mods to make part of the base game are the the TAB mods.
Medical Tab, Animals Tab, Work Tab, Relations Tab - all make the user interface a bit more elegant.

Other UI related mods that should be part of the base game are:
Numbers
Storage Search

None of these affect game balance but just make for a more user-friendly game.

If Colony Manager could be included as well, that would further remove some of the micro-management and make the gaming experience better.

Finally, the Follow Me! mod is fun to use and doesn't unbalance the game in any way.
#23
Ideas / Re: Your Cheapest Ideas
August 09, 2016, 07:27:02 PM
Quote from: twoski on August 09, 2016, 04:31:56 PM
Synthetic meat - can be researched after hydroponics, costs 400.

You can grow it in hydroponics basins. It grows slowly like corn and does not yield as much as corn. It can be combined with vegetables for the purpose of creating fine/lavish meals. An alternative source of meat!

There's an app for that!   Well, kinda there's a mod that adds a crop that serves as a meat substitute. I think it's called Quorn or some such.  I don't use it since I like tailoring in leathers. If you try it an like it be sure and nominate it in the Topic "Nominate a mod to be included in RimWorld!"
#24
Ideas / Re: Write an event!
August 09, 2016, 03:33:26 PM
How about a new incident called Earthquake.

Causes a "rain" of rock chunks to fall, possibly injuring colonists that are struck by them. Plus the debris will need to be removed to facilitate passage.

The event might include the following features:
The debris would NOT be uniform or ubiquitous. In some places none, in others some random rock chunks, in especially heavy spots a "wall of rock" may seal colonists in requiring rescue.

But "Every cloud has it's silver lining."

Some of the falling debris might be iron ore or even silver or gold or components. And the "wall of rock" might just be compacted machinery or a vein of some ore.

Of course some surface damage is to be expected as well... Perhaps in the way of a few hit points to random spots of wall.
#25
I tend to like games where I can organize and plan things. RimWorld is great for that and I tend to get invested in a colony. Especially after devoting hours to building it up.

I see my guys as colonists and don't really see the appeal of the ever escalating series of raiders even on Phoebe level.  Of course the occasional raid keeps it interesting but after a point it becomes too much.
#26
Bugs / Bug(s) in setting Build Roof Region?
August 09, 2016, 12:57:01 PM
I am not able to paint in a region for building roofs that is more than 1 square into a mountain. This causes some weird conditions to pop up with what is auto designated for roofs and not.

I've had regions that I designated to NOT build a roof on get that designation changed when a miner mined through a wall as part of a long tunnel.

Withe everything else going on in-game I've not got conclusive proof that there is a bug but it sure feels like there's something wrong here.
#27
Agreed. That's why they need a "heel" command.  If they'd stay behind their guy or even at his side that would cut down on the friendly fire. Animals are still relatively new in RimWorld and I don't think Tynan's worked out all the kinks yet.
#28
One could make the case that a bonded animal should be with its master when the master is hunting or fighting if it can help (and stay out of the way)  If that's the case, the animal should also tag along at other times e.g. when an animal trainer is attempting to train a dangerous beast.
#29
Quote from: skullywag on August 09, 2016, 04:10:07 AM

Stools? freezers? im sorry none of this makes any sense...

The Extended Storage mod has a Freezer for raw foods. I had one built right next to my stove so that they formed an L. That way both bins of the freezer were right next to the cook's position. He still got up after every meal to get the next 5 meat out of the Freezer.  Deleting the Freezer and just building two regular wooden stools in that spot, I then created a storage area for meat that covered the same two squares as the stools. Then when the cook made multiple meals it was much faster (no getting up - everything was considered "in reach") I used to do the same thing with just having a storage area next to the stove but the stools eliminate the getting up behavior. I'm guessing that there's a height parameter that affects that.

Check out the set-up at 14:41 in this video https://www.youtube.com/watch?v=tNgseXjUbyo He explains it better than I can
#30
This guy's tutorial on maximizing cooking speed showed me a way that stools are faster to use in cooking than the Freezer contained in this mod.
https://youtu.be/tNgseXjUbyo

If figured that it was an issue of their height but couldn't find the right parameter in the xml to tweak.  I ended up deconstructing the Freezer from this mod that was sitting right next to my stove and replacing it with 2 simple wooden stools.

Can someone point me to what I'd have to change to make the freezer work as seamlessly as the stools do?