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Messages - Havan_IronOak

#166
Question...   

I tried to follow your instructions to the letter this time and was a bit confused...
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder


I am a windows user. I've been around PCs since the command prompt was the ONLY thing available so I may be a bit of an old fogey.

1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow"   I then hit enter and got an error message.

Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?

#167
Just downloaded your mod and look forward to giving it a go in my next world. (Starting a fresh world and colony tomorrow) any chance that in your next release you'd add a non-lethal weapon or two? There WAS a non-lethal mod that was created a few releases back but it's not been brought up to date.

I used to start one of my colonists with a beanbag shotgun and it seemed to be a nice way to incapacitate an early raider or two. I much prefer to get them into one of my prison cells rather than into my freezer.
#168
Is there any way that this mod messes up the colony work list?

I did a typically noob thing and added this mod (and a couple others?) then loaded a saved colony. The last two colonists that I added don't appear on the colony work list. They now go into a zombie like stand mode. They WILL comply with any order that I give them but they don't appear on the list so don't initiate any new tasks themselves. They do still have beds assigned to them, if that's a clue.

#169
I absolutely LOVE the Prepare Carefully mod. It allows me to start the story the way that I want. Now that its working in release 11B I'm overjoyed.

However, I do seem to have a problem with Naming My characters. The name boxes don't seem to work based on where the cursor is pointing. And for some bizarre reason typing in a last name of MacDonald seems to always results in a last name of MacDonadl. I was sure that it was my typing but I tried it three times with the same result.

Also, any way to allow typing in max and min ages? The clicking becomes a lot when I want to bring the max age down from 952 years to something less Methuselahan.
#170
Newcomer to this mod but am loving it so far.

I do have a question about making plasteel bars (required for the thermal generator) It's not clear what tech is required to make them.

I've got Crafting to III
Construction to II
Power to III
Security to II

Still not seeing how to make plasteel bars.
#171
Ideas / Re: Your Cheapest Ideas
July 02, 2015, 03:48:46 PM
Quote from: A Friend on June 26, 2015, 11:57:32 PM
Quote from: Zerg HiveMind on June 26, 2015, 11:05:15 PM
I wanna be able to have a memorial service after one of my people die. Add it in like a time slot kinda thing where they can do it daily or weekly or some thing along those lines. Maybe a new tab to the overview thing. so you can choose when to morn for them. Its the small things :D

Make visiting graves of colonists as a joy activity.

++1 That's a double plus one! Seems pretty easy to implement and makes sense too.
#172
Ideas / Re: Your Cheapest Ideas
May 20, 2015, 03:29:09 PM
Quote from: Jorlem on May 20, 2015, 03:14:48 PM
I don't know if these suggestions have already been made...

Third, the ability to see who has called dibs on a task in the info box in the lower left.  For example, if I mark a switch to be flipped, and one of my colonists claims the task, I'd like to be able to see that the task has been claimed, and by who.  Ideally, there could also be a button to undesignate that colonist from the task from there, as if a task like flipping a switch has been claimed by someone halfway across the colony, it blocks me from telling a guy standing next to the switch to do it now.

Thank you for the great game. I'm really enjoying it.

This CAN be done in a way... Simply select a colonist and then right click on the thing needing work. If someone has already jumped on that task it will show-up in the right-click menu.

As to getting a pawn to stop one task so that another can do it. Select the pawn with dibs on the task and give him something else to do. That releases the task he has "dibs" on. I generally do a bit of spot cleaning but any task (or drafting/undrafting) will do.
#173
LOVE the  EdB Mod Order v1.4.1 mod!

I play a number of moddable games and your mod is great.

...One thing some of the others do have, that might make your even better, is a button that allows one to get a list of the mods that one is currently using. The mod order mod that I use in Silent Hunter 5 even has the ability to give the ordered list to you as a copy in the scratchpad or a text file. The reason that this is useful is that it allows folks to easily share what mods they're using with others when discussing how the game is acting.

If you COULD add such a feature, that would be great but either way, I'll continue to use and enjoy your mod.  :)

#174
Ideas / Re: Your Cheapest Ideas
May 19, 2015, 11:22:45 PM
Not sure if it's easy or hard to do but...

How about a "unforbid it all" button under Orders? It would allow one to drag a cursor select box around the debris left after a battle and then designate the lot as forbidden/unforbidden. As it currently works one must designate each slain raider, each weapon, each meal (or at least each type of meal) separately.
#175
Ideas / Re: New type of attack
May 18, 2015, 03:10:36 PM
Quote from: ARiA1089 on May 18, 2015, 02:56:44 PM

the formation used is called " phalanx" formation, ...

Not exactly! The Phalanx was a Greek innovation where they used the advantage of their long long spears (and a whole lotta co-ordinated training) to kill enemies before they could reach the shield wall.

The testudo (which is latin for turtle) was the formation where shield carriers used their shields to protect against airborne missiles.

#176
I've played the game for a couple months now and find certain techs to be kinda useless. Perhaps it's my style of play or the way that I treat the game like a galactic sandbox but I realized that certain vanilla techs tend to get ignored a LOT.

I was curious if other folks found the same.
#177
Quote from: dismar on May 17, 2015, 09:00:10 PM
While working on my mod today, i took the time to update the def files in this. All working and tested in new/saved game. All credit goes to the org. author! love it.

https://www.dropbox.com/s/lvmpoz96acxavfs/Quorn.zip?dl=0

Thanks Dismar! That's one of the few mods on my A9 list that never seemed to get updated to A10.
#178
Ideas / Re: A use for the coast and water....
May 17, 2015, 04:55:47 PM
I agree that the coastal Biome is a bit weak as it currently is. I'm playing my first game with a coast now and I seem to just be ignoring the water.

Though most of my raids to date HAVE been vikings wading ashore.

Has anyone had raiders set up siege equipment in the water? I've not seen that yet and was wondering.
#179
Ideas / Re: New type of attack
May 17, 2015, 04:52:20 PM
Quote from: LittleGreenStone on May 16, 2015, 11:28:52 AM
Testudo was great, for arrows could hardly penetrate the shield wall. Bows, about the only mobile ranged weapon (catapults/ballistas took time to set up) at the time.
It is not surprising current troops don't march into battle using such tactics....

I agree that the testudo has seen its day. I Do find myself wondering why something similar wasn't used in the U.S. Civil War. A large iron cylinder that could shield a dozen men or so COULD have been rolled around the battlefield. A number of devices like that might have made all the difference at battles like Fredericksburg and Gettysburg.
#180
Ideas / Re: Human Leather
May 17, 2015, 04:46:43 PM
I'd second the suggestion that Human leather and meat be nerfed. It IS too profitable, the penalties too low, and I find my colonies becoming mini Aushwitzes all too easily.