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Messages - RetPaladinlol

#31
My latrines are not making any burn barrels. I made a latrine on day 1 and it's day 12 now and my latrines never get full. Am I missing something?
#32
Outdated / Re: [A17] cuproPanda's Mods (08 Aug 17)
August 09, 2017, 02:02:26 AM
The grill is not working for me on A17. Fuel says 25/25, I have tons of charcoal and it still says no fuel available.

edit: Working now, not sure what was wrong.
#33
This adds a whole new level of challenge to rimworld and the event is really well done. I love it!!
#34
Very interesting concepts. Looking forward to the release!
#35
Outdated / Re: [A17] Dangerous Rim V1.3
August 08, 2017, 06:38:46 PM
Quote from: minimurgle on August 08, 2017, 06:34:55 PM
That is worded badly. No idea why I said it that way since the smarter part is misleading.

The raids are harder because they come more frequently and with more people who have better items.
By smarter I mean that the smart raids have a higher chance to spawn.

Oh okay. Also noticed you said "Lower health for all pawns friend or foe". Would this conflict with Combat Extended ?
#36
O Negative, does this work with Alpha 17?
#37
Mods / What are some good event mods?
August 08, 2017, 06:29:30 PM
I've been scouring the mod release page until the 20th page and all I've found was the A16 Mo'Events mod that is now outdated. Are there any current A17 event mods that you all like to play with?
#38
Outdated / Re: [A17] Dangerous Rim V1.3
August 08, 2017, 06:23:02 PM
Will give this a try and attempt to provide you some feedback. It looks like a nice mod and I was looking for a change of pace.

Question though: What do you mean by "Harder and smarter raids"?
#39
Outdated / Re: [A17] Don't Tempt Me! (remove Dev mode)
August 08, 2017, 05:07:41 PM
Wow, this is awesome. I was asking around for a mod like this since A14. I have never touched dev mode for fear that I will start abusing it and now I really won't be able to! Yes!
#40
I was playing and suddenly the game paused on it's own and couldn't be restarted. I could hold down the space bar and it would continue but very slowly. I opened up dev mode and it threw up this error: http://imgur.com/a/DwH7Z

I'm on Alpha 14 with the mods CCL, Combat Realism, Rimsenal Hair and Zombie Apocallypse. Has anyone else had this happen?

#41
Help / Re: Help understanding the Storyteller XML
August 17, 2016, 05:16:31 AM
Quote from: 1000101 on August 16, 2016, 12:50:09 PM
The easiest way to find out what anything means is to open a decompiler such as IlSpy or dotPeek and navigate to the class and then find the references on the field/property/method in question.

Thanks for the suggestion, will give this a go.
#42
Help / Re: Help understanding the Storyteller XML
August 16, 2016, 11:50:58 AM
Quote from: CallMeDio on August 16, 2016, 10:11:29 AM
Some of those like the cycle I don't know, but the ones with mtb can be found on a lot of places and they are a random chance of something happening around this number of days, I don't know how they are calculated but they can be found on diseases with vomit as vomitmtbdays, and mtbdays for wander confused in case of Alzheimer's, orbital trade arrival also has mtb days, the smaller the number the more frequent it is, and for minDaysBetween it is something to avoid big threats from happening too often, as the mtb is 1.25 it could happen every one day or even less.

I did some testing and I found that the Cycle tag dictates the maximum amount of days you can go without that incident happening. If I set the Cycle length to 1 day I will get a raid every day. Thanks for the info on the other tags.
#43
Help / Help understanding the Storyteller XML
August 15, 2016, 10:01:17 AM
Hey guys, I'm looking through the various storytellers and I'm having some trouble understanding what some parts of the XML dictate.

<li Class="StorytellerCompProperties_ClassicIntro"/>
      <li Class="StorytellerCompProperties_ThreatCycle">
        <minDaysPassed>3</minDaysPassed>
        <mtbDaysThreatSmall>3.75</mtbDaysThreatSmall>
        <mtbDaysThreatBig>1.25</mtbDaysThreatBig>
        <threatCycleLength>5</threatCycleLength>
        <minDaysBetweenThreatBigs>1.9</minDaysBetweenThreatBigs>
      </li>
      <li Class="StorytellerCompProperties_CategoryMTB">
        <minDaysPassed>5</minDaysPassed>
        <category>Misc</category>
        <mtbDays>1.50</mtbDays>
      </li>

Some of these tags seem pretty obvious but there are others I'm not sure about. Like mtbDaysThreatSmall and mtbDaysThreatBig. The smaller the number the more frequent the threats occur? I think threatCycleLength dictates how many days in between threats happen? So if I lower this number will threats occur more frequently?
#44
Outdated / Re: [A14] MELTDOWN - More Mental Breaks!
August 14, 2016, 08:37:26 PM
Very nice! Having someone break down into another mental state other than berserk is a great addition! I'll be playing with this and hopefully can provide feedback!
#45
Help / Re: Changing unit move speed
August 13, 2016, 07:51:06 PM
Quote from: 1000101 on August 13, 2016, 05:56:02 PM
As kaptain_kavern said, you should always test changes in a new game not an existing one.

Once you confirmed the change happened in the new game then you look at compatibility with existing saves and make a note as to whether it is or not so you can tell your users.

Don't test in a dirty environment, always use a clean one.

Yes, I always started with a new world and new game to test it. I also disabled all other mods besides that one to ensure it wasn't a compatibility issue. Spoke with Skullywag and he thinks there is something hardcoded.

Edit* Also forgot to mention the move speed change is actually reflected in the game when you open their character info tab. It will say like move speed: 100 cells per second but they will still be slower than a snail.