Quote from: diego009 on February 28, 2015, 06:40:09 PMThat's odd that it just happened when you were loading a save. It's definitely an issue caused by one of the mods you are using.
I understand, but look.. I installed my mods, a few mods, then I created new world, then new colony > Starting game... played a few hours.. > SAVE and EXIT > after 1 hour I decide to play again > click Load > Loading my save (new save) > and I have the same problem > Freezing screen, small windows and icons change the color to blue and really bright nad my colony was empty..
Even if I deactivated my mods (via deleting mods config) I have the same bug. black screen, then colony was empty, freezing windows and icons with brights color.
I have tried all ways. any methods, none of those was working
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#136
Support / Re: Again the same, problem with game after load my colony
February 28, 2015, 06:43:26 PM #137
Ideas / Re: A request for you Tynan...
February 28, 2015, 06:35:57 PM
Here's something to hold you over until Alpha 10.
http://i.imgur.com/4ycc5Jw.jpg
When I read the suggestion it seemed like something that could be done quickly using the Alert system, so I just hacked it a bit and made a clock.
[attachment deleted due to age]
http://i.imgur.com/4ycc5Jw.jpg
When I read the suggestion it seemed like something that could be done quickly using the Alert system, so I just hacked it a bit and made a clock.
[attachment deleted due to age]
#138
Support / Re: Again the same, problem with game after load my colony
February 28, 2015, 06:29:25 PM
You have to delete your mod settings.
Go to C:\Users\[Your Name]\AppData\LocalLow\Ludeon Studios\RimWorld\Config and delete ModsConfig.xml. That will deactivate all mods and stop the game from loading into a black screen.
This issue is usually caused by mod compatibility issues, either with mods interfering with each other, or mods not working with your previous saves.
When you add a new mod it's usually a good idea to create a new world and start a new game on that world. If you are trying to use new mods with old saves it's often not going to work.
Go to C:\Users\[Your Name]\AppData\LocalLow\Ludeon Studios\RimWorld\Config and delete ModsConfig.xml. That will deactivate all mods and stop the game from loading into a black screen.
This issue is usually caused by mod compatibility issues, either with mods interfering with each other, or mods not working with your previous saves.
When you add a new mod it's usually a good idea to create a new world and start a new game on that world. If you are trying to use new mods with old saves it's often not going to work.
#139
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 03:51:29 PMQuote from: erebus2075 on February 28, 2015, 10:07:58 AMAnd I'm sure that's your totally informed opinion as a professional game designer and programmer with years of experience, and not just baseless ranting from a clueless idiot who has no idea how time-consuming game development actually is.
i feel like the dev is taking his sweet time adding stuff or changing stuff.
not sure how many hours a day he works on it but it doesnt feel like the 8h i would expect from the changes in each update and the time between each update
then again its ONE person and coding can take a long time, so might just be that.
#140
Outdated / Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
February 28, 2015, 03:25:58 PMQuote from: Asfalto on February 28, 2015, 12:58:43 PMIt won't trigger raids from zombies. The zombie mod will spawn them randomly without warning, as usual. Sometime within the next couple days I will have a zombie faction addon for the mod that just spawns like any other faction.
So it should trigger raids from GlitterTech, zombies, and so on?
Quote from: Latta on February 28, 2015, 01:00:42 PMI just tested it and got the same problem. Loading from the menu still works. I'll have to see if I can figure out what the problem is.
It seems like I can't load any saved game with this storyteller. I'll try to figure out if it's caused by conflict with other mods.
Quote from: zebransay on February 28, 2015, 02:20:08 PMIf there are no pirates coming that could be a mod compatibility issue.
I'm not sure if it's the mods that I'm using but sometimes when it's time for the pirates to come, nothing happens. I'm also not getting that many reinforcements and I'm not getting food or medicine from the resource drops.
Medicine and food only drop when you are running low on them. If your colonists are starving, it could be caused by having too many forbidden meals from dead raiders. If this is causing problems I'll try to fix it for the next release.
Quote from: michal3588 on February 28, 2015, 01:57:18 PMThey will eventually grow massive. The buildup is gradual to prevent the game from being too overwhelming in the early game.Quote from: Latta on February 28, 2015, 01:00:42 PMSame here. Close the game and then load. Loading from main menu still works.
It seems like I can't load any saved game with this storyteller. I'll try to figure out if it's caused by conflict with other mods.
I've just tested mod and it's great. But waves should be much bigger. I'm playing on 160% and in 57th wave there was ~17 pirates. Tribes comes in little bigger numbers but still nothing to be worry about. I`ve been expecting real Survival Mode. But instead of that there is powerful 'inside the mountain' base standing against 10-20 enemies :p.
Where are those hordes of ruthless pirates?!
I NEED MOOOOAR!
I will probably be adding more challenges that happen after a certain number of waves, like multiple raids happening at the same time, and sieges that happen every 5 or 10 waves. I think it's probably a good idea to make the point value of raids increase faster in later waves.
#141
Outdated / Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
February 27, 2015, 06:19:44 PMQuote from: TheSilencedScream on February 27, 2015, 05:26:15 PMYup, ship building is still in the game. I just don't expect anyone to actually live that long unless they play on easy.
**** yes.
Edit: Is it possible to still evac and end the game? Would be a fun challenge... "Get to dachoppashuttle!"
I considered removing ship building but I didn't want to make any changes in the mod that would affect normal games. I want it to be the kind of mod that people can install and forget about, and be able to switch between a normal game or a wave survival game at will without having to mess with mod settings.
#142
Outdated / [A14d] Wave Survival Mode (v. 1.0 - July 27)
February 27, 2015, 02:09:20 PM
Less grinding. Less downtime. More action!
I've had this idea bouncing around in my head since before I finished Zombie Apocalypse, but I burned out before I got around to working on it. My recent renewed motivation led me to experiment with a couple of the ideas I had, and when the first pieces fell into place it motivated me to finish most of this mod in one long stretch. So here it is: an entire new game mode for RimWorld.
Description:
Wave Survival Mode is designed to be more fast-paced and combat-focused than the standard game. This mode allows you to skip most of the tedious early-game resource grinding and slow buildup of vanilla RimWorld. Build your base quickly and then defend it from wave after wave of raiders until your colony inevitably collapses spectacularly.
Features:
Fast Buildup
- When you start the game you will have 5 1/2 days to build up your base before the first wave hits. Use this time to bunker-down and make sure you are in a location that you can defend from invaders.
Waves of Raiders
- Once the raids begin you will be raided every 48 in-game hours.
- Raids start out small and grow at a steady pace with each wave. The raid sizes are determined by the number of waves you have survived, instead of the wealth of your colony.
- A timer counts down the exact time until the next wave, so you always know exactly how long you have to prepare.
- Every 4th wave will be a special raid, which can be either sappers, siegers, wargs or an animal psychic wave.
Resource Drops and Reinforcements
- Resource drops happen every 12 in-game hours. These resource drops bring you random amounts of building materials, enough food to keep your colonists fed, and occasional medicine, weapons and silver.
- New colonists will join on occasion to help you out. The lower your population is, the more likely you are to get reinforcements.
- Traders happen very frequently.
No Non-Combat Incidents
- All non-raider incidents are disabled. No eclipses, solar flares, or psychic drones to disrupt your defenses right in time for a raid. When you lose it won't be because the RNG had it in for you. You will die knowing you fought as hard as you could have.
No Interference With Standard Games
- Select the Wave Survival storyteller to play a Wave Survival game, or any other storyteller to play a standard game. Having this mod installed will not affect standard games in any way.
Screenshots:

Special thanks to Philbro for the awesome Storyteller artwork. To see more of Philbro's work you can check out his DeviantArt page:
http://philbro.deviantart.com/
Download:

Steam Workshop Download
Mod Compatibility:
This mod should work fine with any mod factions or items, but the storyteller will not run mod incidents.
Try My Other Mods
Zombie Apocalypse - Everything's better with zombies!
(Not really compatible with Wave Survival Mode. The mods will work together, but the zombie waves will happen randomly like they do in a standard game of RimWorld.)
Feel free to put suggestions in this thread. Bugs can be posted here or in a private message.
I've had this idea bouncing around in my head since before I finished Zombie Apocalypse, but I burned out before I got around to working on it. My recent renewed motivation led me to experiment with a couple of the ideas I had, and when the first pieces fell into place it motivated me to finish most of this mod in one long stretch. So here it is: an entire new game mode for RimWorld.
Description:
Wave Survival Mode is designed to be more fast-paced and combat-focused than the standard game. This mode allows you to skip most of the tedious early-game resource grinding and slow buildup of vanilla RimWorld. Build your base quickly and then defend it from wave after wave of raiders until your colony inevitably collapses spectacularly.
Features:
Fast Buildup
- When you start the game you will have 5 1/2 days to build up your base before the first wave hits. Use this time to bunker-down and make sure you are in a location that you can defend from invaders.
Waves of Raiders
- Once the raids begin you will be raided every 48 in-game hours.
- Raids start out small and grow at a steady pace with each wave. The raid sizes are determined by the number of waves you have survived, instead of the wealth of your colony.
- A timer counts down the exact time until the next wave, so you always know exactly how long you have to prepare.
- Every 4th wave will be a special raid, which can be either sappers, siegers, wargs or an animal psychic wave.
Resource Drops and Reinforcements
- Resource drops happen every 12 in-game hours. These resource drops bring you random amounts of building materials, enough food to keep your colonists fed, and occasional medicine, weapons and silver.
- New colonists will join on occasion to help you out. The lower your population is, the more likely you are to get reinforcements.
- Traders happen very frequently.
No Non-Combat Incidents
- All non-raider incidents are disabled. No eclipses, solar flares, or psychic drones to disrupt your defenses right in time for a raid. When you lose it won't be because the RNG had it in for you. You will die knowing you fought as hard as you could have.
No Interference With Standard Games
- Select the Wave Survival storyteller to play a Wave Survival game, or any other storyteller to play a standard game. Having this mod installed will not affect standard games in any way.
Screenshots:

Special thanks to Philbro for the awesome Storyteller artwork. To see more of Philbro's work you can check out his DeviantArt page:
http://philbro.deviantart.com/
Download:

Steam Workshop Download
Mod Compatibility:
This mod should work fine with any mod factions or items, but the storyteller will not run mod incidents.
Try My Other Mods
Zombie Apocalypse - Everything's better with zombies!
(Not really compatible with Wave Survival Mode. The mods will work together, but the zombie waves will happen randomly like they do in a standard game of RimWorld.)
Feel free to put suggestions in this thread. Bugs can be posted here or in a private message.
#143
Mods / Re: [Mod Request] Replacing Vital Organs after Death, reviving Colonists.
February 26, 2015, 08:22:40 PM
It's definitely on my to-do list. I'm halfway there with the zombie generation, but there are plenty of things that I don't carry over to zombies right now that would need to be carried over to an identical pawn. Right now I have another mod that I will be releasing either tonight or tomorrow, and once that's out there I will work on this.
#144
Ideas / Re: Finite populations
February 26, 2015, 03:02:02 AMQuote from: Kruniac on February 24, 2015, 03:32:38 PMGameplay mechanics always trump realism. Invulnerable turrets would be terrible. Factions that run out of units would be terrible. These would make the game too easy, and if factions could run out of units that would mean that the difficulty of the game would ramp down over time. How does that make sense?
I don't know who would create such a DF-esque world generation system and not implement a finite amount of people in each population.
I just got raided by my FIFTH wave of 8+ tribesmen. My turrets were still down from the last wave (THEY KILLED MY TURRETS WITH BOWS AND ARROWS. THAT ISN'T REALISTIC.), and all five of my colonists died.
You'd figure after 20+ people died trying to assault my base they would simply stop coming. Instead, your robotic AI just keeps sending these nigh fearless primitive heathens to rape and pillage my colony. That's a pretty large oversight, and that's coming from a fellow game developer.
Implement population count per faction, probably divided into combatant/non-combatant, with associated morale for decision-making based on losses. It's absurd to think that there are an unlimited amount of tribesmen within walking distance of my colony who don't mind that dozens have died trying to assault it.
On another note, the realism factor of damage needs to be adjusted. You cannot destroy a steel turret with arrows. It simply doesn't work that way. MAYBE a pilum could nick or ding a turret up a bit, but an arrow? Bows simply don't shoot with enough force to damage industrial steel.
I would also complain about bows outranging my turrets, but I'll leave that one to "The tracking system of the turret is the limiting factor in it's range." That explains it rather nicely.
End rant. If you don't have time to code a decent population system, give the source to me and I'll do it for you. Rimworld is amazing (I've been following it since you could put corpses in cages way back when), and I hope that you sell ten thousand copies, however these are simple design flaws that probably could have been addressed earlier on in development.
Best of luck,
Kruniac
It seems to me like most of your problems here could be addressed by playing on an easier difficulty setting.
#145
Ideas / Re: Alpha 10 - what do you want?
February 26, 2015, 02:52:54 AM
Less micromanaging.
Instead of manually choosing the equipment for each unit, we should be able to create "classes". I'd like to be able to set the weapons and armor that a class uses, and then just assign a class to colonists and they will automatically select weapons and armor from a stockpile and upgrade it as time goes on. Maybe some options for color preferences.
Easier mass-selection of items for forbidding/unforbidding, and options for auto-forbidding/unforbidding. Right now it's a bit tedious cleaning up after a fight, because you have to select every individual object type.
Maybe more intelligent doctoring/wardening so we don't need to micromanage every single injured colonist and prisoner to keep them from dying (though this could just be me being bad at the game).
Instead of manually choosing the equipment for each unit, we should be able to create "classes". I'd like to be able to set the weapons and armor that a class uses, and then just assign a class to colonists and they will automatically select weapons and armor from a stockpile and upgrade it as time goes on. Maybe some options for color preferences.
Easier mass-selection of items for forbidding/unforbidding, and options for auto-forbidding/unforbidding. Right now it's a bit tedious cleaning up after a fight, because you have to select every individual object type.
Maybe more intelligent doctoring/wardening so we don't need to micromanage every single injured colonist and prisoner to keep them from dying (though this could just be me being bad at the game).
#146
Outdated / Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
February 26, 2015, 02:43:05 AM
I'm definitely going to have to give this mod a try.
#147
General Discussion / Re: Valve and Steam
February 26, 2015, 01:53:57 AMQuote from: Haplo on February 25, 2015, 01:24:05 PMExactly this.
It seems that everyone always ignores the big question: is the release of a game on steam in its alpha stage really the best way to go?
You have only one hype after the initial release, where you attract the most customers. And if you don't reach even half of them, because it isn't a finished game, will you reach them later when it's finished, or have you sold the game by then to a much reduced price in a summer sale?
I think these are fundamental questions for any firm. What most people tend to ignore is that Ludeon is a firm which wants to reach as much customers as possible to a price as high as possible, so that future projects can be financed.
This isn't anything against any customer, this is just something every firm needs to think about.
How can I finance my next project as best as I can, or do I want to go bankrupt anytime soon?
Just my personal opinion..
The game should be as polished as possible for the steam release. That gives it the best shot at being a huge hit.
Early Access is great if you need it to make your game happen, but if you use it when you don't need to you will be unnecessarily burning out many of your most loyal players (those who are so excited about the game that they buy it as soon as it appears on Steam) before the game is released, reducing your overall hype at launch when the game is in its most impressive state.
If Tynan keeps going at his current pace and releases the game whenever he feels it's ready, RimWorld is pretty much guaranteed to be a huge hit on Steam.
#148
General Discussion / Re: Surgery went catastrophically wrong!
February 26, 2015, 01:37:40 AM
In the last game I played I tried to install 3 different bionic parts throughout the game, and all three times ended in catastrophic failure that killed the colonist.
#149
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 25, 2015, 07:47:35 PMQuote from: aGuyNamdJesus on February 25, 2015, 07:32:33 PMWhen the game fails to load, go into the Config folder (with the Worlds and Saves folders) and delete ModsConfig.xml. That's the only way to fix it when you're loading into a black screen.
I don't mind the extra challenge. Love it in fact.
Well they attack my people and any other factions that enter but only my colonists will not attack. Other npcs fight back.
I made new world and new game yes.
Well my game will not load anymore... maybe a problem with the update and not your mod... Reinstalling whole game and my mod folders. Give me like 5 mins.
If it's giving you trouble then don't worry about it too much. It's not exactly a critical bug and I'm sure I'll find it eventually.
#150
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 25, 2015, 07:42:58 PMQuote from: aGuyNamdJesus on February 25, 2015, 07:32:33 PMYeah, Zombies attack all non-zombies, regardless of faction.
I don't mind the extra challenge. Love it in fact.
Well they attack my people and any other factions that enter but only my colonists will not attack. Other npcs fight back.
I made new world and new game yes.
Well my game will not load anymore... maybe a problem with the update and not your mod... Reinstalling whole game and my mod folders. Give me like 5 mins.
