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Messages - Justin C

#151
Quote from: aGuyNamdJesus on February 25, 2015, 07:17:30 PM
First thank you so much for the quick reply.

1. Will update
2. Virus went airborne like 2nd day... first raider i killed reactivated from grave and was neutral.
3. Never reanimated hostile in my game.

I have no idea how to send world and colony files. Will gladly send you any info you can tell me how to get as this is my favorite mod.
Second day? That's just bad luck. I've watched streamers play for 10 hours straight and never have the virus go airborne. :P

Yeah, it sounds to me like either the Zombie faction somehow generated as friendly to you, or no zombie faction generated at all, in which case it might have defaulted to a different faction. Neither should be possible if the mod is installed properly, but I can't be 100% sure since I've never run into the bug.

When you installed the mod did you create a new world and a new game on that world after installing it?

Open up the game, go to the Options, and there is a button "Open save data folder". Click that and then send me the Worlds and Saves folders.
#152
Quote from: aGuyNamdJesus on February 25, 2015, 06:53:42 PM
I scanned this forum but can't find a solution... When a zombie kills another person after virus has gone airborne they revive and show as neutral npcs. Blue or teal names. My colonists will not attack them even if attacked first. They will sit there and die. How do I fix this?
Do you have any other mods active? When did it start happening? Were the zombies ever reanimating successfully that game?

If you can, please send me your world and colony save files, because I have never been able to replicate this bug.

Creating a new world and a new colony seems to fix it.
#153
Quote from: JPott99 on February 25, 2015, 02:33:48 PM
Does this mod require disabling of Core?
I am unsure as I am new to modding of Rimworld.

If it does, then it doesn't work.

Otherwise, I apologise for wasting time.
Nope. Never disable Core unless the mod specifically says to.

The way the mods work is they just replace or add on to the things in Core.

Quote from: Latta on February 25, 2015, 05:38:23 AM
Quote from: Justin C on February 23, 2015, 03:27:30 PM
English is the only language I speak (fluently), and because of that I haven't even taken the time to understand how strings and translations work in RimWorld. If someone shows interest in doing a translation for me I will move everything over to the string system.
I have enough interest of translation to this mod.
Before using keying, you need to replace all your hard-coded strings into something like this:


string foo = "SomeKey".translate();


Key value must be identical.
In your mod, it might look like this:

string foo = "MediumRaid".translate();
string bar = "ColonistsBitten".translate();
//instead of
//string foo = "A medium sized group of Zombies has appeared near your colony!";
//string bar = "Colonists Bitten!";


After replacing all these strings, make a structure of folders inside of your mod like this:
Languages\English\Keyed

Finally, inside of the Keyed folder, make new xml file with any file name, and write its content like this:

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

    <MediumRaid>A medium sized group of Zombies has appeared near your colony!</MediumRaid>
    <ColonistsBitten>Colonists Bitten!</ColonistsBitten>
    ...

</LanguageDate>


It's okay even if this process take some time or versions before finish, I just want to translate it.
Thanks for the overview! I will make sure I get this in for Alpha 10.
#154
Quote from: rakkaus on February 23, 2015, 03:58:04 AM
I think Tynan would be committing a mistake if he decides to add a large amount of vanilla content before, let's say, the early Beta. I can imagine many ways to go in order to expand the foundations of the game. One may say that Alpha is a good place to do the groundwork and Beta a place to use this ground to grow things up until the point you have enough vanilla features with a style of it's own to call it a complete gameplay experience.
No, Alpha is the time to add new features. Typically games and software are feature-complete before the Beta phase begins.
#155
Quote from: seadderkrupp on February 23, 2015, 06:12:20 PM
Love this mod. Until the new rimworld build it seems. As went to create a new world and it will not activate at all. Have deleted everything including saved worlds, configs etc. Tried running it with no other mods at all and same.

It was working alongside the following mods - Less Incidents, Cybernetic storm, EDB mod order+prepare, Gardening, prison improvements, rimeffect, rimfire and RTG's. Could have been Glittertech that did it but removed all files etc and not working now.
You had all of those working with it? I know Cybernetic Storm and Prison Improvements shouldn't work with it.

Maybe the order in which you activate the mods makes a difference?
#156
Quote from: TheSilencedScream on February 23, 2015, 11:20:53 AM
Quote from: Justin C on February 22, 2015, 06:52:30 PM
Zombies prioritize turrets over humans, but the turret search radius is much smaller than the human search radius.

How large IS the human search radius?
On a 300x300 map, my pawns were holding up in the SE corner and a lone zombie appeared in the NW. He wandered around his area for several days before a pirate showed up to attack me, and the pirate wound up killing the zombie for me (and getting infected in the process).
It's randomized. Each zombie has a different search radius (which I see as their eyesight). I think the maximum is 250 right now.

Quote from: Latta on February 23, 2015, 10:06:00 AM
Thank you for a great mod! Never tried this before as I started RimWorld with Alpha 8f.
One question: Do you have a plan to make hard-coded strings into translatable Keyed text? I can't translate it well.

Quote from: Wykin on February 23, 2015, 03:26:50 AM
Nvm, after some testing of mods, i found that prison improvements, and extended surgery are not compatible with the zombie mod. So if you have these mods installed and having issues just remove them and you should be fine. Thanks Justin, for your amazing Mod keep up the superb work  ;D
I'm using both PI and ES(modified) and have no problem? It's active... well... although raiders and visitors don't get infected or reanimate but I thought it's a feature? No?

I activated PI and ES after played some time so it might be the case...
English is the only language I speak (fluently), and because of that I haven't even taken the time to understand how strings and translations work in RimWorld. If someone shows interest in doing a translation for me I will move everything over to the string system.
#157
Quote from: Avtomatik on February 22, 2015, 06:34:40 PM
I saw there was a problem before: zombies attacking laser turrets instead of pawns. It happens with the new version too :(
That's not a bug. If zombies just sat around and let your turrets shoot at them without consequence they wouldn't be much of a threat.

Zombies prioritize turrets over humans, but the turret search radius is much smaller than the human search radius.
#158
Quote from: Dr. Z on February 22, 2015, 07:19:33 AM
Quote from: Justin C on February 21, 2015, 02:55:35 PM
Which mods are you using?

Quite a few, but I don't see which one should cause it. There has been reports that the Expanded Prosthetics & Organ Engineering Mod causes issues, but I don't know what should be the problem with this two.

Edit: Ok, there's actually an interference with Expanded Prosthetics & Organ Engineering because both of them are overriding Races_Humanoids as it seems.
Yeah, that would be it. Zombie Apocalypse replaces the Pawn class, so anything that overrides the humanoid races will interfere with that.

Quote from: Evil o ViiRuS on February 22, 2015, 02:37:20 PM
In this modpack can you eat the raw zombie flesh with out having to worry about your guys turning into zombies
Eating zombie flesh won't infect pawns, but it will have all of the same negative thoughts as regular cannibalism.
#159
Quote from: evrett33 on February 21, 2015, 06:55:06 PM
I'd like to see a system where mods dont work for the first 2 weeks after a release unless you hack up some cash to a fund that distribute $ to modders in general and $$ to modders who update on release. No one should work for free. Thats slavery.
The modding community is sustained by the people who use the mods, not the modders themselves. Charging for mods would only hurt the community.
#160
Outdated / Re: Alpha 9 Mod List
February 21, 2015, 06:11:47 PM
[MOD] (Alpha 9) Zombie Apocalypse https://ludeon.com/forums/index.php?topic=3635.0
#161
Quote from: Dr. Z on February 21, 2015, 07:16:01 AM
Quote from: Dragoon on February 20, 2015, 06:10:06 PM
Quote from: Dr. Z on February 20, 2015, 04:52:40 PM
No "zombie virus active" on the bottom screen. Have created a new world and colony with mod active... :(

Read page 35.

And what should I read there what I don't already know? I tryed it twice and there are no zombies.

Ok, solved by exessive retrying, appears to be a mod conflict, but I don't know wich mod causes it.
Which mods are you using?
#162
Quote from: Dragoon on February 20, 2015, 06:14:18 PM
Quote from: Viceroy on February 20, 2015, 06:10:17 PM
CORAL!?! REANIMATED CORAL!!

Coral?  :o
Walking Dead reference. It's a meme making fun of Rick's accent when he says "Carl".
#163
All right, I've got the release article awaiting approval on ModDB, and I have a new video showing some basic gameplay footage since the only video I had was from before the Alpha 3 version of the mod was released.

It's nothing new if you've played the mod, but if you haven't had a chance to play it yet you can view the video here:
https://www.youtube.com/watch?v=Fg2g0nLKGk4
#164
Quote from: pro447 on February 19, 2015, 08:50:32 PM
does this work on mac if so how do i do it cause i followed all the instructions but there are no zombies
The zombies will show up in hoards, just like enemy raiders. You will have a few weeks to build up your base before they start showing up.

As long as you installed the mod properly it should show "Zombie Virus Active" on the bottom right. If you see that the mod should be working.
#165
Mods / Re: [Experiment] Dark-loving creatures
February 19, 2015, 05:25:00 PM
Quote from: Viceroy on February 19, 2015, 05:16:44 PM
Wow cool, I inspired stuff!
That means I am finally inspirational! Suck it primary school!

Seriously though can I check under the hood of this monster (lol never thought I'd say that literally) to see what's cookin'?

Also I really am thinking about going into a pitchblack direction. I'm just not sure if my spriting skills will be enough.
Learn from it, use it, modify it in any way you want. I posted it here just for that reason. If you need any help understanding what's going on just ask.