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Messages - PaoLorenz

#1
@Serkith: right spot on... removed Giddy up Mechanoids, and the right click is back.
I can keep all the others...
Did you report the problem in  the Mod section, or should I do that?

Thank you
#2
Hi all.
Just restarted playing with 1.0, got my usual bunch of mods, and most work well, but...
When I draft a pawn I can't no longer make it move by right clicking on the desired location.
Feature of 1.0, or bug?
If the latter, anyone had the same problem running some mods?
Any suggestions?
I'd blame those who impact the combat somehow (aka Magic or Starwars which add skills, or avoid friendly fire which modify something in the pawns behaviour in combat...).
I'm adding/removing mods to see if I can understand what's going on, but any help would be... helpful !
:)
#3
And there is this "Cooper" ore that really stings the eye.
Guess it should be Copper, and just mistyped, but you may want to change the name the first time you update the mod !
:)
#4
Outdated / Re: [A16] MEGAFALLO giant creature mod
January 04, 2017, 03:03:27 AM
Quote from: Jakub k. on January 02, 2017, 08:12:50 AM
yis! xD

Now, THAT'S really much more like it !!!
;D

#5
Outdated / Re: [A16] MEGAFALLO giant creature mod
January 02, 2017, 07:38:27 AM
Ahemmm.....
"Megafallo" in italian means more or less "GiantPenis" !!!
:D

You should just change its graphic accordingly !!!
Would be loads of fun !
;)
#6
Never understimate the beauty of a well made piano in a room.
Creates a pretty nice atmosphere, just as any art creation.

Who knows... one of your pawns could even be the new RimStradivari, crafting violins that are unique.

A plus to music in the game is that it is natively implicitly linked to different ages. Instruments were available in the very past, and just became better over time.
Just like weapons. So they would gladly fit into Rimworld's techtree !
Start with sticks over tree trunks and empty bones or branches, and go up to the synth and holovisor (Asimov's Foundation, the instrument the Mule played to influence minds... can't remember right away how it was correctly called !!! Sonovisor, perhaps ?)
:)

Combine drugs and music, and you have the 70's rockbands and all the fun you may need !!!
;D
#7
Opens up a lot of possibilities.
Different instruments, different tunes, a way to hook it up with your mp3 files on the PC.
Classic music, folk music, rock music... and of course additional like/dislike interactions between pawns.

Could be complex to fully develop though... a simple tune with some instruments would be nice to start with !
:)
#8
Quote
Quote from: PaoLorenz on November 23, 2016, 02:57:31 AM

I add some data to this known bug, in case you need it.
I have a secluded area for my animals, with growing zones sown with grass, haygrass and dandelions, plus the usual wild grass, bushes and plants, and both the cow and the mamuffalo don't eat any of the above.
It's not only with grass.
Furthermore, they seem to disregard all growing zones, even when I let them roam free in the colony. They just go for the stored meals (the cow eating a cheeseburger is my favourite ever, anyway !!!).

Any test you need me to carry out, just tell me !
:)

Tamed animals cows and mamuffalo ( :p ) are made wise and won't eat any crops, even haygrass. They should however eat harvested hay as top propriety. AFAIK harvested hay is more nutrition efficient than its crop.
As said above, I will add wild grass to their wise diet.

For the current version I don't need further testing but for the upcoming one, I probably will !

Can see your point.
If you think it's worth the effort (and if it can be done) consider to alter priority and behaviour in case of starvation.
I mean, they have no way to feed in their current environment (take my scenario above), the choices are starve or misbehave and eat what is available, including crops in the allowed area.
I'd go for eating whatever I have there, no brainer.

They ignore it unless they really are at the very edge of starvation. Survival instinct, you may call it.
Outside their allowed area, they go with the usual behaviour !
:)
#9
Ideas / Re: Icy Climate weather effects
November 23, 2016, 05:27:45 AM
Quote from: DirectorBright on November 10, 2016, 02:51:36 AM

Frozen Swamps:
Marshes and Swamps should freeze in the winter, making them equivalent to ice.

And this, of course, means skating is the new option for joy !!!
;D
#10
Ideas / Re: Re-seeding wild plants
November 23, 2016, 04:19:49 AM
Could well be dispersed over time in the surrounding of parent plant.
Like grass.
Plants matures, seeds, drops in the surrounding squares, new plants grow, perhaps with a need for temperature/season and rain to start it up.
Not 100% of times, of course, but let's say 30%/50% of the seeds germinate ?
Should be easy to adjust in a post-apocalyptic scenario so that the hidden, dormant seeds get a higher chance of starting a new population of plants all over (let's call it a situation of lesser competition, no adult plants, plenty of space and nutrients available... they just find better conditions to grow in a barren area).

That would encourage, as well, to leave some trees untouched to get to 100% growth, perhaps some more to let them produce/disperse seeds.
You cut them early ? Sorry man, no seeds for you !
:)
#11
Quote from: Wishmaster on November 22, 2016, 01:54:35 PM
Quote from: poolday on November 22, 2016, 11:35:40 AM
I love this mod, I think of it as an improvement to the base game, so to give some feedback I've found a bug where tamed animals will no longer feed on wild grass and so they will starve (as Wishmaster stated in a previous post).

Perhaps this is fixable?

Thank you for working on this, to you and to all this beautiful community.

Thank you. I'm already aware of that issue and this will be fixed in the next release.

I add some data to this known bug, in case you need it.
I have a secluded area for my animals, with growing zones sown with grass, haygrass and dandelions, plus the usual wild grass, bushes and plants, and both the cow and the mamuffalo don't eat any of the above.
It's not only with grass.
Furthermore, they seem to disregard all growing zones, even when I let them roam free in the colony. They just go for the stored meals (the cow eating a cheeseburger is my favourite ever, anyway !!!).

Any test you need me to carry out, just tell me !
:)
#12
So far I did not experience anything negative... and my silly pawns stopped wading through marsh water instead of circling the small body of water to get to their destination.
I am content, by far.
Will stay alert for any potential bug, but with a "normal" PC and like 40 mods, still all works smoothly.
Thank you !
#13
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 20, 2016, 01:16:38 PM
Quote from: Rikiki on September 09, 2016, 02:57:34 PM
About the saving issue, I suspect the mod RTMadSkills may break the Caveworld flora MapComponent.
Please send me your output_log.txt file so I can look for the root cause. :)

@PaoLorenz: I don't see what it could be. ??? Please post a screenshot and your output_log.txt file.

Guess the problem is this. I have it for some mods, and all appear in RED when selecting them.
Same for CaveworldFlora, it seems.

Mod FishIndustry has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.15.1284</targetVersion>
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Any clue about how to fix this ?
:-*
#14
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 09, 2016, 02:42:31 AM
Added Fish and Flora to the mod list yesterday, on my linux machine, but
1) they still look "red" in the mod list (it loads anyway, though
2) They don't seem to activate, and I have no fish options in the game

Anyone witht he same problem ?
Is it an issue with the mod orders or such ?
I have loaded a few (say 35/40) and Fish is one of the last ones...
#15
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 06, 2016, 06:21:41 AM
...hmmmm....soooooo.......

Made any solid step forward, so far, at least ?!?!
;D
;)
:-*