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Messages - Lady Wolf

#31
Outdated / Re: [A16] Set-Up Camp v0.1.0
January 03, 2017, 01:53:31 AM
Quote from: Spdskatr on January 03, 2017, 01:04:21 AM
Your colonists shall starve no more! (unless you're traveling on an ice sheet ofc)

Even then you can always stop and kill off a colonist or two when you run low on food...  ::)

(Yeah, Rimworld, it takes you to new depths of depravity when your colonies survival is on the line.  :P )

Or slaughter some pack (or trade) animals, assuming they are worth less than that useless pop star pacifist who can't do any task but artwork anyway..
#32
Quote from: Mercain on January 01, 2017, 02:56:42 PM
I dunno if this is the right place to report a bug, but, when you Pick up clothing(including backpacks and armor) when you try to drop it, you can't! i dunno if this has been reported yet, you can drop food, ammo and weapons, but not clothing from your Inventory.

I noticed this bug too, the only work around I found so far is to use the dev mode and the "down" tool to incapacitate that pawn so they drop all their inventory, and then the heal tool to restore them to functionality. (just be careful with the heal tool as it will also remove cyber ware if you click on a body part with cybernetics in it.)

Additional BUG: I also noticed the auto turrets (both the 5.56mm one and the 14mm one) will not fire from behind embrasures.
#33
Help / Re: Is it possible to mod pawn attraction chance?
September 01, 2016, 11:27:25 AM
That would be super if you could include that.  8)

(I'm still playing A14 for now until more of the mods I use get updated to A15, so if it's not too difficult I'd be plenty happy with a way to do this on the previous version. )

Edit: A weight value to adjust the lovin chance for pawns would be nice too, since I've noticed most of my pawns in relationships usually have mtb times between lovin chances at the 100+ hour mark so never even do it aside from the rare ones that are 6.9 hours.
#34
Help / Is it possible to mod pawn attraction chance?
September 01, 2016, 03:14:52 AM
I've been toying with the idea of a mod that increases attraction chance between all pawns so most of them will have a base attraction of 0.5 of higher just to enjoy the chaos it will sow among the colonists when it comes to relationships, affairs, break ups, etc...

However I figured I should ask if this particular trait is hard coded (Like meat stack size is) before I put too much work into making it happen.

(Also in the event it's not hard coded a point in the right direction of where to find the appropriate file to adjust would be much appreciated.)
#35
I agree the lighter version is way better, with the older one it got too dark at night to see enough to engage raiders at all, or order people to haul goods/queue up mining etc.

The 3x lighter version is just dark enough to make night feel like night time without being too dark to play.

Eclipses in real life vary in brightness depending on their totality, ranging from only slightly darker than a cloudy day to near total blackness, so it would be especially neat if it was possible to add a random darkness % to each eclipse? if not then making it as dark as sunset/sunrise would be ideal imho.
#36
Quote from: nuschler22 on August 19, 2016, 12:52:16 AM
Just FYI I corrected the issue by using a mod that provides for a more even temperature inside a mountain. This is also more realistic as temperatures are stable inside mountains in real life.

Issue solved through mod.

Which mod did you use specifically?
#37
Quote from: Vek17 on August 18, 2016, 07:20:32 PM
I believe those deaths are pain related. People get incapacitated by pain and the storyteller decided if they die or become downed instead based on thier population limits.

On a new colony my chars were mining and came across a crypto sleep chamber and opened the caskets to reveal 2 angry pawns. In the ensuing unarmed melee that followed both of these (previously uninjured) pawns were killed from a multitude of bruises from unarmed damage, totaling 50 points once again.

If I still had access to A13 or older I'd check to see if this is an old issue or something new with A14, hopefully someone else can look into it?
#38
I've had this happen during surgery from two botches while augmenting a colonist, 20 cut to a leg 30 cut to the torso and they died.
#39
General Discussion / Re: Hold your fire
August 18, 2016, 10:15:40 AM
Not just pawns, but turrets need a one click hold fire button too, in vanilla it's amazingly annoying when you run out to rescue a colonist only to have your turrets shoot them dead.

(Thankfully there's mods to fix the problem but still.)

For pawns I'd suggest the Combat Realism mod, it lets you have pawns not only hold fire, but to snap shots or aimed shots as well. (and gives many guns single shot, burst fire, full auto options.)
#40
Quote from: Nomonk on August 18, 2016, 08:37:19 AM
I sent two of my colonists out to chase a "rumour of" incident.

And they havent returned, and probably wont, in the savegame it seems like they´re still on the quest.

Any ideas what to edit to make the event end?

Those quests can take an entire season sometimes, but they've always returned eventually, you might want to just fast forward time for a season and see if they do return? (Once/IF they do you can always reload the save before the time fast forward since you'll know they're not bugged.)
#41
Outdated / Re: [A14] BaconBits' Minor Mods (08/13/16)
August 18, 2016, 12:29:46 AM
Quote from: BaconBits on August 18, 2016, 12:08:36 AM
I'm about to scrap the whole mod to be honest.

Why not just release it as a texture replacement for the vanilla stove?
#42
Outdated / Re: [A14] BaconBits' Minor Mods (08/13/16)
August 17, 2016, 10:47:34 PM
I like'em, they fit well with the over all theme and aren't too different so as to feel out of place. I especially like the gradient shading of the red color palette.
#43
Recently today I've encountered  a strange bug that when launching Rimworld in offline none of the mods function and all are listed as "downloading" in the mods tab on the Rimworld menu. They only appear when in online mode (and trying to launch in offline completely broke my load order so I had to redo my entire load order list.)

The strange this is I was able to launch it in offline mode without any trouble last night, and I encountered this bug on 2 separate computers. (I believe it's a steam issue regarding the workshop.)

However, as others have suggested, copying all the folders in the rimworld workshop over to the rimworld mods folder worked and will run in offline mode without an issue.
#44
Just checking in to see if there's any chance of this being updated to A15?

If not please let us know here so those of us that plan to stick with whatever version of Rimworld is the last one Prepare Carfully works with can know ahead of time so we can back up our A14 installs and all our other favorite mods before they get updated to A15. (Especially since the Steam workshop auto updates mods so once A15 launches lots of mods will auto update to it as the creators release the new versions.)
#45
Outdated / Re: [A14] ADogSaid - EPOE workbenches
August 17, 2016, 09:56:21 AM
In the A13 version of this we also were able to craft synthetic kidneys and liver (plus other synthetic organs) for our animals, is that coming in a later version?