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Messages - ReZpawner

#31
From what I hear, this means that some unity graphics settings are screwy (usually something to do with active window). Have you checked your configs?
Not sure where it is in Windows 10, but in Windows 7 it's in %appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\config
Have a look at the prefs.xml file, and try changing <fullscreen>True</fullscreen> to <fullscreen>False</fullscreen> and see if that helps.

Edit: Someone else who had the same\similar problems: https://ludeon.com/forums/index.php?topic=26517.msg268946#msg268946
#32
Kind of.
A number of savegames are(or will be) analysed by the developers.
I've tested the vanilla game for 137 hours for the past two weeks, and while the vanilla game does slow down (at times significantly), and there are stutters, the microstuttering is not at all present in a 1.5 million wealth colony at the current time at year ~12 ish. Other than that, you'll have to ask the devs, as they are sure to know more than the testers.
#33
Ideas / Durability in own tab on trade\caravan screen
November 29, 2019, 02:07:27 AM
Currently it's shown at the end of the item's name, this means that if we have a rhinoceros leather button-down shirt of excellent quality at 43%, we have to hover over it in order to find out the durability, as it'll just show up as "rhinoceros leather button-down shir". It's not a large problem, but it's a QOL thing. Especially late-game.
#34
Support / Re: Pawns wont Sow
November 28, 2019, 08:26:29 AM
If it's too cold, they won't sow. If you click on the field, you should see if there are any problems.
Also, make sure that the pawns aren't doing other jobs that have higher priorities.
#35
Ideas / Re: Jade floor
November 26, 2019, 06:39:08 AM
Yeah, it's very much a late-game thing, when you really want to pimp out a room, to show off wealth. The plasteel one looks interesting too, but the rest seem a bit superfluous.
#36
Ideas / Jade floor
November 26, 2019, 12:32:36 AM
Why isn't this a thing? It exists in real life, and it has the potential of looking pretty damn amazing. Pretty please?
We have carpet, tiles, flagstone, concrete, paved tile, wood, metal, silver, gold and sterile.
Imagine how christmasy it will feel with  a nice green jade-floor in our slaughterhouses! Streams of red over a beautiful green background. Ho, ho ho!
#37
Ideas / Re: Cooking - improvements
November 25, 2019, 01:38:38 PM
You can already do #2. Just alter the ingredient radius in the bill.
#38
Ideas / Re: Various issues
November 24, 2019, 10:45:54 AM
No way to force the disposal of unwanted items? Of course you can haul a stone chunk somewhere else. There's a big button that says "haul". You can even select a pawn, and right click on it to force them to do it instantly.

Is this a troll post? Almost everything listed is in the game. If it isn't, then I would suggest watching a let's play episode, or some tutorials.
#39
Support / Re: help me pleaase
November 24, 2019, 03:47:10 AM
Like he said, the output log there didn't really have any info. According to that one, things are fine.
Have you tried deleting everything in the %appdata%\..\LocalLow\Ludeon Studios folder, to see if there could be a faulty config of some kind?
Copy\paste "%appdata%\..\LocalLow\Ludeon Studios" into file explorer to go directly to the folder in windows 7. You should see a folder named "Rimworld by Ludeon Studios" in there.
#40
Ideas / Re: Suggestion: Add variety to "Ancient Dangers"
November 21, 2019, 06:30:36 PM
Could also put in a trigger for a plague to be released upon being opened. Quite a lot of interesting options here tbh.
#41
Support / Re: World doesn't generate
November 21, 2019, 04:28:51 AM
ReflectionTypeLoadException getting types in assembly DarkNET: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

I'd start with that one.
#42
Firefoam prevents all future fires. I always set one off before fighting mechs with inferno guns. Makes the whole thing way easier to handle, when you don't have to run around putting out fires :)
#43
Mod bugs / Re: Map flickering [Graphical]
November 20, 2019, 03:05:27 AM
Since I recently had a similar issue:
If you remove mods, or they are changed significantly, you may encounter the grey-map issue. The only way that I know of to avoid it is to disable the mod in question prior to saving the game, before updating.  To disable it, you must go into the main menu > mods > click the mod > select deactivate. (Not all mods have this option, so you may be out of luck here. )
Then save your game, close the game, update, and load the savegame as you usually would.

For the mod load order problem, you can simply deactivate them all, and click on load game. Select a saved game where it worked, and load that.  You'll get a message about mods, so just select "load mod list from save". That should load all the mods in the correct order for that savegame.
#44
Ideas / Re: Killing killboxes.
November 19, 2019, 10:59:40 PM
Yup. The whole rimworld gatekeeping really needs to go. The strength of the game is that you can play it in so many different ways. Some people want a hard game that ends in defeat, others want to roleplay a medieval settlement without power, others want to create the perfect utopia. All of those options, and a hundred more are valid and awesome in their own ways.
#45
Well there sonny, I'mma tell you the same thing as mah grampa told me. There's steel in dem there mountains.

(Go mining, compacted steel is what you're looking for. Alternatively, you can send out a caravan to a nearby settlement and buy some from them, but keep in mind that it's heavy).