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Topics - NemesisN

#1
Help / Mod Conflict (Trying to make a modpack)
January 28, 2018, 07:54:31 AM
Kinda trying to make a modpack of my favorite mods and the problem is I get a code that I don't understand so I can't tell what is conflicting with what here

Here is when I first start the game on main menu screen this pops out


And here is a error in game, where my units refuse to shoot at enemy pawns and keep constantly switching their weapons instead of firing (conflict with Simple Sidearms I guess)


Here is my mod list I am trying to put together
https://text-share.com/view/37468017


#2
Ideas / Must be added to vanilla at some point
October 31, 2017, 10:42:53 PM
18 Alphas and still Rimworld has minor annoyances in gameplay that existing mods fix. But these mods should be implemented into vanilla to improve the gameplay experience and not change it. Tynan please consider these as they are probably used by majority as must have mods in their every gameplay. Set fixing the gameplay experience to better as a priority.



Comment below what do you think is essential to be implemented in vanilla to improve the gameplay not change it

#3
Mods / Help
October 30, 2017, 08:35:34 PM
Does anyone understand what issue I am having here ? This thing keeps popping up a lot

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at DontShaveYourHead.Harmony_PawnGraphicSet_ResolveApparelGraphics.Postfix (Verse.PawnGraphicSet) <0x000ac>
at (wrapper dynamic-method) Verse.PawnGraphicSet.ResolveApparelGraphics_Patch2 (object) <0x000ed>
at AIRobot.X2_AIRobot.InitPawn_Setup () <0x00126>
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () <0x00069>
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

#4
I am tired of this, my colony always feeds prisoners with best meal which is lavish meal even for those who are downed

This is what I did to try avoiding it
1) Put a refrigerator in every cell with packaged survival meal in it and still my colonist brings them lavish meal in their cell
2) Installed a mod that has a food policy tab on what each person should eat as well as animals, tried prisoner food which is worst food first, tried no food which is get none, tried 1st worst meal which is get the worst meal first, nothing helps they still bring lavish meal in their prison cells

nothing works my colony still keeps hauling Lavish meal to prisoners and I don't want to build a that food dispenser and share rooms, my colony also has to have access to prison to interact with prisoners so blocking the doors is not an option

Is there a mod to stop this ? Developer should really patch this in vanilla and add a option to select who gets feed what its just stupid and annoying
#5
Help / Issue with More Vanilla Turrets
October 11, 2017, 01:44:04 PM
I am running 70 mods lol and I keep getting this error my Volcanic turrets won't shoot

https://gist.github.com/anonymous/e7415fa52a5ea8ed4470dce92085cf8e

I don't know what is causing the problems probably a mod conflict but I don't know which one I have 70 of them

I have combat extended mod maybe that one or something else ?
#6
Ideas / This needs to added in the future updates
May 07, 2017, 05:53:17 PM
It won't effect the game being an optional choice but it will bring lot of creativity to the game.

Prepare Carefully needs to be in the vanilla game in combination with Backstories mod that allows you to customize your own backstories

Combine this with Scenario Editor and imagine what great Scenarios we could have in the Steam Workshop

Current Scenario system is limited, we should be able to customize more including what type of characters we would like to start with

I see this as a large benefit to the game
#7
General Discussion / Wall upgrade
October 21, 2016, 02:59:51 PM
Does anyone remember the name of the mod that allows you to upgrade walls to better ones without destroying them first ?

I am searching mods for an hour now I know I saw it somewhere....does anyone know the name ?
#8
Help / Please teach me
May 18, 2016, 08:47:18 PM
I am really trying hard to mod this game....I did start long time ago but I quit out of frustration and I got back to it a couple of days ago...but all I can do is just change the names and some numbers (increase or decrease)

I am really confused as I see a lot of people add new stuff new things that are not just a small modification or texture of something that exists but a completely new thing added to the game

is there any video tutorial ? I searched YouTube but all I can find is mod reviews not really any tutorials on how to mod....do you know where can I find video tutorials if they exist ? I do read forums but a video tutorial would help a lot since I am not that good with coding
#9
General Discussion / Prison break
April 19, 2016, 05:09:09 PM
I got 1 guy in prison and Prison Break starts....and he just walks out....6 doors all open for him and he walks right out....should he try to brake the doors down not easily walk out like that

They are not even electric doors they are manual doors they should not open magically for him like that

#10
General Discussion / Let there be light
April 19, 2016, 06:57:56 AM
Any Alpha 13 mods that have celling lamps or floor lights, wall lights something that replaces those ugly stand lamps...idk why Tynan did not improve those lamps to celling or wall those stand lamps are just screaming Alpha 1

I searched trough mods could not find any for Alpha 13...maybe I missed something....post links if you know any Alpha 13 working mod for lights
#11
- Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.


well time to spend hours playing Prison Architect to get ready for this crazy sh#t....maybe trow some hours in SIMS for that family drama...and that is just tip of the iceberg of what is coming


sh#t is about to get real in Alpha 13


seriously Tynan you keep impressing....just wish something could be done with performance issue
#12
Ideas / Better performance
December 09, 2015, 05:31:03 PM
this game requires more optimization in performance....still in Alpha 12 game gets laggy when you increase your colony....the game freezes for 1 second then unfreezes and does that each 2,3 seconds that pass...its really annoying

maybe add a option to turn off animations....for example when butchering blood animation turns off and all other crafting, when building or repairing with that repair torch animation, or chat bubbles, or snow falling down animation, ect....I don't know if that would increase the performance but its just a suggestion

I don't know what else but generally create a option in options to decrease something in quality to increase performance
#13
General Discussion / My colony will pray for you :(
November 14, 2015, 09:15:47 PM
The entire world express their compassion in their own way and this is my way of expressing compassion in one of my favorite games  :(

Some people will understand what this picture is all about



#14
Ideas / Patrols
August 31, 2015, 11:12:19 PM
please make a Patrol zone option so armed colonist would go around and guard an area in time what you select in daily schedule....this could be very useful to replace building turrets all over just in case

it would be nice if the restriction zones, schedule is expanded so we can play around and organize our colonies instead of having 1 specific zone restriction that needs to be manually selected....maybe have a specific time when colonist are restricted to one zone and when that time passes (clock time) the restriction changes to whatever you selected next....same like sleeping time, work time,....but with restriction zones


just a more expanded version of restriction zones with more options....would be useful
#15
General Discussion / Mr. Twinkles massacre
August 08, 2015, 10:43:17 AM
lol

#16
General Discussion / AI sees through walls
July 29, 2015, 01:52:33 AM
As we all know AI is lot smarter so they dig through walls...but the stupid thing about that is how the hell they know where exact to dig ?...I build a room inside a huge mountain and they dig a straight line trough it

When my colony dig trough walls (mine) I don't see what is behind the walls....is it a secret room...is it a ore...is it a open space....I need to dig to find out not knowing what is behind

but AI somehow knows exactly what location your rooms are hidden inside the walls

This is really unrealistic that AI know where exactly to dig....its a unfair advantage....why don't they randomly dig or make a mistake but they know exactly where my rooms are hidden inside the mountain


Picture example

#17
Ideas / Rocket Launcher Trolls
July 28, 2015, 06:08:30 AM
AI faction sometimes invades your colony with having 1 or couple of them with rocket launchers which is really annoying, really too much OP and unrealistic

they fire rockets like its a machine gun and mess up my entire defense easily killing most of my colonists, blowing most of my turrets and destroying walls with not much effort at all

at least make the rocket launchers fire 1 rocket then have a big reload delay instead of just firing like a machine gun

its way to much OP and its really annoying
#18
Ideas / Storage
July 07, 2015, 03:42:15 PM
this game needs proper storage and not just leaving things and food on the ground...especially food...add a refrigerator or something...only thing that has proper storage are weapons with weapon rack...what about food, clothes and other things ? Maybe add little more space into that storage then 75 for food and material

I know there are mods for this but the game should have proper storage for other things as well then just weapons
#19
Help / Texture Art
July 05, 2015, 09:48:22 AM
I was wondering do you guys use your own art created in Photoshop whatever program you use or do you download textures from the Internet to add them in your mod
#20
Help / Trigger Event
June 29, 2015, 06:12:27 PM
Is it possible to mod the game to trigger a event in order ? For example I want to trigger a specific faction to attack at some given time or trigger specific enemy type to attack or your colonist going crazy...trigger any event at all at time what I want it to be triggered

and is there any possible way to trigger or add a cutscene ? Game pauses and a video clip plays...I am interested into making a story with one storyteller that is not random events where specific events happen in order but the game is just random with all storytellers