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Messages - blub01

#226
Outdated / Re: [A12c] A2B: conveyor belts & co. [v0.12.0]
September 05, 2015, 05:16:47 AM
Quote from: NateBen84 on September 04, 2015, 08:32:10 PM
Im not sure what I am missing, but i have all 3 downloads of the mod ( the core and the 2 addons ) for alpha 12  and have them ordered right....and have alpha 12 version ;) ..but not finding the research to start them??

very dumb question, but are you sure you have them enabled? and that they didn't somehow disable themselves just before you loaded the save?

@1000101
I think the issues with the game just ceasing to work when ANY mods are installed are related to the game getting corrupted somehow.
#227
Ideas / Re: Your Cheapest Ideas
September 05, 2015, 05:14:10 AM
Quote from: Mechanoid Hivemind on September 04, 2015, 09:48:48 PM
Quote from: Mr. Picard on September 04, 2015, 09:49:33 AM
Cheap Idea

Able to more quickly select different pawns, similar to EnB's Interface. This mod is used by many, and many people would love to see it implemented into vanilla game.
With a toggle for people who dont like it cause i know a few but yes +1

well, the bugs would be fixed of course.
#228
Ideas / Re: Suggestion - More realistic time and chunks
September 05, 2015, 05:13:27 AM
at the current speed. when x1 is real time, x10000 is about one 8th part of a day in a second, x1000 equals about one quarter hour, x100 a little bit 1 1/2 minute, and x10 is one sixth of a minute.
so

  • x10000 is for waiting for resources to come in or something
  • x1000 is for usual gameplay
  • x100 is for a bit finer control
  • x10 is for micromanagement
  • x1 is for fights.
when an event happens, time accelleration is automatically set to x1.
#229
Outdated / Re: [A12c] A2B: conveyor belts & co. [v0.12.0]
September 04, 2015, 02:07:44 PM
I had the undertaker disappearing glitch, too.
#230
Outdated / Re: [A12c] A2B: conveyor belts & co. [v0.12.0]
September 04, 2015, 08:06:17 AM
Quote from: 1000101 on September 04, 2015, 06:21:21 AM
Could you post a screenshot with the offending component selected?  It's hard to do anything with nothing to go on.

sadly, no, as this morning my game just suddenly broke when i had A2B(or any mod at all, not quite sure), and I had deconstructed it before that, anyway.
#231
Ideas / Re: Suggestion - More realistic time and chunks
September 04, 2015, 08:04:52 AM
Quote from: Vault101 on September 04, 2015, 07:17:42 AM
I think day should simply last longer and the activities like construction, crafting, growing, etc should take longer to compensate. It would basically redistribute time away from walking and towards activities. It's kinda funny it takes more time to walk 200 yards than it does to assemble a geothermal generator.

And I'd make years shorter (by 30% or so). Now with animals in the game, it takes FOREVER for them to breed, grow up, etc. Either that or speed up their growth because as it is right now, they are barely worth the time invested in them compared to time invested in things like art, crafting, growing or any other value generating activity

the issue is, if you just make the day longer, one day takes an eternity, though it is essentially the same anyway, the only different thing is the time accelleration.
#232
Ideas / Re: Your Cheapest Ideas
September 04, 2015, 02:56:56 AM
don't know if that counts as cheap,
but. make. the. AI. check. for. friendly. fire.
(and for running in front of shots)
#233
Outdated / Re: [A12c] A2B: conveyor belts & co. [v0.12.0]
September 04, 2015, 01:21:03 AM
well, something is broken then, that particular undertaker had 6 belts attached.
#234
Outdated / Re: [A12c] A2B: conveyor belts & co. [v0.12.0]
September 03, 2015, 02:59:54 PM
Is it intended that the undertaker in pulling mode uses like 6kW? also, a nice thing would be a system that could pick up items in a certain range(maybe a robotic arm on a frame system you have to set up, for example around your field, which automatically picks up the products.

EDIT:
oh, and I've had some issues with the conveyors being powered(maybe because i have conduits stuffed, and thus use non-vanilla conduits? anyway, when I build underground conveyors on power cables, they don't get power sometimes.
EDIT2: i think. i have absolutely no idea if that is true, power has been pretty wonky anyway because i when i installed a few mods i just used my vanilla save.
#235
Quote from: killer117 on September 03, 2015, 09:17:25 AM
That syther is possibly the worst shot mechanoid ive ever seen in rimworld

It's just that the AI doesn't check if somebody on the same side is in the way when shooting, which is really annoying.
#236
one thing I've noticed when I used the mod with an old save: the default electric building(power conduits, solar, etc.) are somewhat glitchy, and to properly be removed, I have to reload the save. could you add some code so that when one loads an old save without the mod, it replaces all the vanilla electrics with steel ones?
#237
Ideas / Re: Your Cheapest Ideas
September 03, 2015, 07:53:31 AM
well, the part about prioritizing jobs goes VERY much in the same direction, and I imagine hauling jobs to be either a specific type of item, a specific area or both, maybe with the possibility to set an amount per day or make it dependent on the amount of resources in the stores.
#238
Ideas / Re: Your Cheapest Ideas
September 03, 2015, 01:41:21 AM
Quote from: Shipwrecked_and_Comatosed on September 02, 2015, 11:00:41 PM
Probably been suggested, but I've always thought it would be nice to prioritise what things people focus on hauling, such as miners hauling the things they've been mining, and plant-growers/cutters focusing on harvested crops. I often end up with miners running off and mining a load of stuff that's been designated, and then it just sits there for ages and people tend to ignore it.

a bit like this?
#239
Ideas / Re: Psychopathic cannibals
September 03, 2015, 01:37:53 AM
It is pretty much done by now, considering that we've had all arguments stated at least twice. we could just, like, make a poll or something, and when people post an actually new thought on the matter, it gets included.

first 3 options would be
1. Psychopaths should be unaffected by cannibalism(my opinion)
2. Psychopaths should get a minor mood penalty due to them not liking the health issues
3. Psychopaths should(for whatever reason) be just as disgusted as non-psychopaths

oh, and to entirely change the nature of the thread, what about some "high-functioning sociopath" trait that gives every trait +5/+10 or something, and makes the AI better, Sherlock(the TV series called "Sherlock", don't really know the "real Sherlock Holmes, or other tv series) like?
#240
Quote from: A Friend on August 22, 2015, 01:30:16 AM
A minipede being carried along by a colonist.


3 Seconds later...



wait, what, there are baby centipedes?