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Messages - TLHeart

#31
General Discussion / Re: Trained dogs (bug?)
January 14, 2016, 06:26:36 PM
Need to read what obedience does then... It states that animals trained in obedience will follow master and DEFEND their master.  Don't want the animals defending, then assign them NO master.
#32
I have been enjoy the whole guest bed, them paying for their stay, and sometimes very high amounts of silver... all good.

One of the quirks I have found is colonist will sleep in guest beds that are empty, if the guest bed is closer to them than an unowned colonist bed. Works great when I am short on colonist beds. Easy to correct by assigning a colonist bed to the guest bed using colonist.
#33
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 14, 2016, 04:02:55 PM
Quote from: cst89 on January 14, 2016, 03:01:13 PM
Quote from: SURU on January 14, 2016, 06:42:46 AM

First of all you did it wrong and not according to the instructions. Do that: go to the game folder, delete all items in Mods folder EXCEPT Core, run game from the old shortcut, then exit. Now copy new Mods folder and SaveData(Yes to all) folder and SETUP file to the game folder(NO on desktop!), Run setup -> It will create shortcut with properties like -savedatafolder SaveData(you can check it with rmb), then start game using NEW shortcut, exit, run again and check. Mods should be activated at last after last run.
Don't expect miracles from this SETUP, it's just simple Windows commands, which don't distinguish if you copy it on desktop or to the game folder.
If it won't help make screenshots what you doing step by step and next i will give you mine.

Well, I believe that's what I did before. I used a vanilla installation (screen 1), without any other mods except Core included. The content of the MVP pack was unzipped with 7zip and its contents then copied (screen 2) right into the game folder, not on the desktop (screen 3). Setup created a shortcut right in the game folder (screen 4). When launched, it created the "RimWorld ModVarietyPack" shortcut. I launched the game with the MVP shortcut, changed a couple of settings, the mods were already active, then exited the game. Launched again with the MVP shortcut - everything is OK until now.

After that, I moved/made a shortcut of the "RimWorld ModVarietyPack" shortcut on my desktop (screen 5), and launched the game. It seems that launching the game with replaced "RimWorld ModVarietyPack" shortcut from the gamefolder to the desktop "disconnects" from previously generated SaveData folder (located in the gamefolder) and generates a new SaveData folder in its new location, i.e. desktop (screen 6). All the settings were reverted to defaults (screen 7). This did not occur in previous versions, I played with a shortcut on my desktop without the SaveData folder being recreated on the desktop. Thanks!

HOW did you create the shortcut for the desktop?

And What version of windows are you using?

As I can not recreate the problem you are having with windows 8.
#34
The difference between rough and challenge is how big the raids are. At rough the raids are scaled down to 65% of what the raid would be on challenge.

So for every  2 raiders on rough, you will get 3 raiders on challenge. That is the ONLY difference between the two.
#35
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 13, 2016, 03:38:02 PM
Quote from: Zederikus on January 13, 2016, 11:35:30 AM
Hello guys!
I need some help, because when I activate the mods it pauses for a couple seconds and tells me that the mods are not compatible, and that the game reset all of them. I don't know why... I restarted the game a couple times too, but still the same stuff. Do I have to restart the PC? (Sorry if I sound dumb.)

Thanks guys

If you install the mod pack correctly, no need to activate any mods...

Start with a clean install of rimworld.
Run rimworld once. do not create any worlds or colonies. Quit rimworld.
Extract the mods to the mod folder of rimworld.
Copy the modsconfig file to the folder in the rimworld config folder.
Now that folder will be either in the appdata/localow/Ludeon Studios/rimworld/config

or local to the installation of rimworld if you used the batch file, with the -savedata switch.

After this all mods are active... if you start rimworld, click on mods, and get a list on the left side with names and "x" then the modconfig file was not copied to the correct location.

#36
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 13, 2016, 11:15:46 AM
Quote from: Listen1 on January 13, 2016, 11:08:35 AM
For my colony i've been trying to remove some clutter, like the norbal clothes, hats and other apparel itens, but haven't succeded in this...

Does anyone know how to deactivate every other type of clothes that aren't in the vanilla game?

Can not be done easily. ie remove a mod, as all of the mods are intertwined with each other to make the research tree, and recipes work within the mod pack.  You would have to edit the individual xml files to remove the items you do not want.

Why remove the extra clothing, just break it down into usable textiles and tailor your own. Check the bills at the tailor's loom, for recycle apparel. That is possible in this modpack.
#37
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 11, 2016, 11:15:24 PM
Quote from: Reviire on January 11, 2016, 10:58:16 PM
The modpack is great, but isn't the difficulty scaling a bit high? Progression is a bit slower than the base game, and I've been getting huge raids with advanced tech before I can really get started, even while having one person dedicated to research.

depends on the story teller you are using, since they do vary greatly. And yes it is harder, and takes longer to get a stable base up and running.
#38
Quote from: zoranjoza on January 10, 2016, 12:40:29 PM
Is there something that change view of categorized mode of resources, when it reach botom of screen to continue again from top of screen toward botom? Something like on this attachment? Is it possible to make something like that? Or to make some window just for this purpose so we can check what we want to see and what not, using check boxes?

there is a collapsed view, little icon on the lower right beside the hide zones, room stats, and beauty.

NO check boxes to only see items you want to keep track of.
#39
Quote from: Haplo on January 10, 2016, 03:52:54 AM
Update:
General Bubbles made me aware, that sometimes the incidents (Rumor of ....) doesn't return the sent pawns.
I've updated the code handling a bit to hopefully prevent this phenomena.
Additionally I've added a patch for those who like to play with Crash Landing, but who won't miss out on the Miscellaneous MapGenerator. Just load the patch AFTER Miscellaneous and Crash Landing.

I always took that as a risk of sending colonist off on an adventure. That they may get killed, lost, and not return.
#40
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 10, 2016, 10:52:40 AM
Quote from: mav on January 10, 2016, 07:43:02 AM
BUG - unable to hit target.

I attached a screenshot. I try to shoot a thrumbo that is downed.

If I fire at it from this position, I am able to hit it.

If I move one or two squares closer, I am suddently unable to hit it, although the calculated chance to hit goes up.

The planning zone shows the area I am unable to hit from.

your thrumbo appears to be laying on a steam geyser. No gun will every hit him there, as the geyser is providing cover... combat realism mechanic. Same thing happens if an animal lands on a rock chunk. You can rescue the animal, move a few steps, draft, undraft the colonist doing the rescue, and then kill the animal.
#41
Help / Re: What is <workAmount> in a recipe exactly?
January 09, 2016, 11:13:21 AM
Amount of time the colonist will spend working at the smelter in ticks... 60 ticks equals 1 sec.

For your example, smelt slag, on the bill it will say work amount 27... which is 1600/60=26.6  so rounded to 27.
#42
General Discussion / Re: So when is Tynan returning?
January 09, 2016, 11:08:20 AM
So what Skissor is saying is that Tynan marketed rimworld on kickstarter, which are goals the game needs to meet... then Tynan changed his mind, but did not inform the public as to what those goals are... Deception, outright lie, lie by omission, take your pick.

Then Tynan stated that in his MIND all goals from the kickstarter are met, and that the game is finished, done in his mind...

It is NOT about what he thinks he has done, it is about what he marketed, what he promoted. That he has not met.

Marketing is a serious business, and comes with many pitfalls, and legal consequences.
#43
Support / Re: Rimworld Wont Play
January 08, 2016, 06:30:51 PM
The hardcore pack and community core library are not able to resolve a missing argument... and it is looping trying to resolve the missing parameter.
#44
Support / Re: Increase RAM Allocation
January 08, 2016, 06:24:27 PM
since you are talking about the hardcore pack, from your other posts, and that pack has all the animals on the same ticker, the CPU gets bogged down. Happens with all mod packs at some point. It is not a memory problem, just a total volume of calculations all wanting to happen at the same time...so they have to que up, and wait... and so do you.
#45
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 08, 2016, 12:41:28 PM
Quote from: NemesisN on January 08, 2016, 11:14:38 AM
if I change the difficulty level (not story) to my existing world will it brake the game so raids will never come or it will run just fine

Changing storytellers or difficulty does not brake the game in alpha 12. I do it all the time with MVP also.