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#151
General Discussion / Re: Is There Any Way to Edit the World Map in A17?
June 04, 2017, 03:26:56 PM
#152
General Discussion / Re: Is There Any Way to Edit the World Map in A17?
June 04, 2017, 01:56:28 PM
The modsConfig.xml file is in AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
#153
Ideas / Re: Betrayal
June 04, 2017, 01:42:55 PM
As fun as this sounds, this is the type of thing that's going to give me recurring nightmares at night. I already get those from running out of food. It haunts me.
#154
Bugs / Re: A17b Combat music won't stop
June 04, 2017, 01:39:35 PM
Try enabling dev mode (in options), then click on the little wheel with the > on it to the left (4th button from the left, top center), and try to click on "start song...", then select a song from the list. It's right underneath "change weather..." in the Actions - Misc" category.
See if that helps, or if you get a double up remix of awesomeness.
See if that helps, or if you get a double up remix of awesomeness.
#155
General Discussion / Re: Is There Any Way to Edit the World Map in A17?
June 04, 2017, 01:32:10 PMQuote from: Seriously Unserious on June 04, 2017, 01:27:52 PMQuote from: RayvenQ on June 04, 2017, 09:16:15 AM
For future reference, your savefile will contain a list of active mods when it was saved, so whenever the game gets updated and your mods blanked, just open up the savefile in a text editor, copy the modlist and paste it into your modconfig.xml
That's good to know. That ought to save a ton of time next time this happens. What folder is that file in, BTW?
C:\Users\username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves
Or you could just type in "%appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves "
Also, fun fact: If you had a very early version of Rimworld installed, you'll find a RimWorld folder in the Ludeon Studios folder, which contains the old savegames. I found one from 2013, but it doesn't seem to want to load. I should probably file a bugreport on that.
#156
General Discussion / Re: Is There Any Way to Edit the World Map in A17?
June 04, 2017, 09:08:37 AM
Not that I'm aware of. The only thing you can do is to keep generating the map (faction bases and roads are also regenerated when you do), while terrain and rivers stay the same.
#157
Optimisation, and a redesign of the storage system.
Oh, and a "party spot" type object for "visiting caravans".
Oh, and a "party spot" type object for "visiting caravans".
#158
General Discussion / Re: I originally pirated this...
June 03, 2017, 10:04:09 PM
I don't want to be a dick here, but:
6. No piracy: No discussions of game piracy, and especially no posting of pirate links or material.
6. No piracy: No discussions of game piracy, and especially no posting of pirate links or material.
#159
General Discussion / Re: Infestations
June 03, 2017, 05:59:11 PM
Paint the floor with wires. Unless Tynan or Ison got wise to it and fixed it, that should keep the hives from spawning.
Edit: I forgot Ison. (I think he's like Tynans slave or something. Possibly in a sexual way. Possibly not.)
Edit2: It's removed. For more information, check out the Rimworld Science episode on it: https://www.youtube.com/watch?v=9PQFCMkkkjQ
Edit: I forgot Ison. (I think he's like Tynans slave or something. Possibly in a sexual way. Possibly not.)
Edit2: It's removed. For more information, check out the Rimworld Science episode on it: https://www.youtube.com/watch?v=9PQFCMkkkjQ
#160
General Discussion / Re: I originally pirated this...
June 03, 2017, 02:54:33 PM
He still doesn't enjoy hearing about it though.
#161
General Discussion / Re: What is "euthanize by cut"? Why does it require medicine?
June 03, 2017, 02:53:47 PMQuote from: Tynan on June 03, 2017, 02:19:52 PM
Anesthetizing doesn't kill.
Not with that attitude it doesn't, but if you make an effort and keep anesthetising the patient until they starve to death, then it will
#162
General Discussion / Re: What is "euthanize by cut"? Why does it require medicine?
June 03, 2017, 02:06:33 PM
Euthanising by cut is essentially "sedate the patient, then put them down in the most humane way", which is why it costs medicine to do so.
If you just want to kill them, click them and select hunt (they'll move close, and shoot them). Or have someone melee the downed animals to death.
Not entirely sure if there are any upsides of euthanising, or if it still counts as a kill for mood.
If you just want to kill them, click them and select hunt (they'll move close, and shoot them). Or have someone melee the downed animals to death.
Not entirely sure if there are any upsides of euthanising, or if it still counts as a kill for mood.
#163
Bugs / Re: [A17] When the stockpile is full, a lag occurs. (poor performance)
June 03, 2017, 01:23:44 PM
This may very well be the problem we've all been looking for. Hope Tynan and Ison checks this out.
#164
General Discussion / Re: Question about sleeping spots.
June 03, 2017, 01:22:36 PM
Pretty sure it's 80% - compared to beds (both single and double) at 100% and royal at 105%. These numbers are for "normal" beds, at higher\lower qualities, your numbers may differ.
#165
General Discussion / Re: Are there mood differences between a regular colonist then a tribe.
June 02, 2017, 07:44:17 PMQuote from: TheMeInTeam on June 02, 2017, 05:12:09 PMQuote from: ReZpawner on June 02, 2017, 04:14:23 PM
The clothes research depends on where you play.
I almost always go to the colder regions where it's below -25C during the winter. Obviously someone playing in the desert, or even temperate areas don't need to go with clothing, and can start off immediately going for stonecutting.
Even in Tundra, if I am starting during growing season I don't bother with making clothes early; you can get enough to keep warm in the winter.
It might depend on difficulty though, not sure if raids are too small to pull that off on lower difficulties.
You can easily get enough. Just start off by planting some cotton. This one has a 10 day growing period, and I didn't have any problems with it. Cassandra Classic, intense.