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Messages - Deimos Rast

Pages: 1 ... 14 15 [16]
226
Tools / Re: [TOOL] Rimworld Mod Manager _ Updated 2016-05-29
« on: August 18, 2016, 10:02:38 PM »
I don't know how much time you're still devoting to this, but as some one who pumps a lot of mods into his install, this would be an invaluable tool. However, there is a slight issue: I'm on Linux, and it would seem you're not.

I can get it to run with Mono, but the issue is how the different OS's handle file pathing (Windows/Linux). Windows uses C:\Blah\Blah\ whereas the Linux equivalent would be C:/Blah/Blah/ (it also handles spacing in folder names differently I believe).
I futzed around in the settings and changed what I could to use *proper* Linux pathing, but it would seem there is more at work than I can fix from my end.
Admittedly, the target market for such a fix would be pretty small, so it might not be worth your while. Still, it'd be neato. ;D
Cheers.

p.s. If you don't already know, hitting Move Up/Down on a blank modlist throws an exception. Not really an issue, but figured I'd mention it.

227
Releases / Re: [A14e] Auto Seller - (v1.1.1) (17-08-2016)
« on: August 18, 2016, 08:39:25 PM »
So just so I'm clear...AutoSeller...has no auto buying capabilities what so ever? :)

228
Releases / Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
« on: August 18, 2016, 08:33:05 PM »
So I installed this mod pretty much immediately after buying RimWorld and looking over a lot of the items it adds...I thought those are part of the stock game :o
I really enjoy this mod, thanks!


229
Outdated / Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
« on: August 18, 2016, 05:40:48 PM »
I really like the idea behind this mod, so I figured I'd give it a whirl. Loaded it up, and while the mod seems to work ('Zombie Virus Active' listed in the active effects) it seems to conflict with about half my other mods. Minimap doesn't work for example, and half the mod options I normally get are missing. Removing this mod restores everything.
I'm guessing it's a load order issue? Should this be toward the top? Are there any known conflicts otherwise?
Cheers.

230
General Discussion / Re: Alpha 15 unstable branch testing feedback
« on: August 18, 2016, 01:38:13 PM »
Hi there !

This is my first post lol after playing for so long.. And i think i really need to post this feedback cos its important.
Everything on the A15 is great except for the DRUGS.
Why Drugs ? Hate Drugs and i don't encourage it.
And it comes with Addiction. No no.. please don't.
You can replaced Drugs that buff combat as an Energy Drink example "Monster drink lll"
Or increase mood maybe a strong liquor like Whiskey etc. Even in GTA V i don't see my char taking Drugs to increase Combat.
I was really excited when i saw the A15 patch coming, but it instantly turn me off when i saw Drugs.
It give me nightmares when i think some of the mods in the future will have "Rape the visitors" when drugs is involved.
I am sure some of the fans here feel the same, i really hope Rimworld is not going to that Direction, it will definitely lose some fans.

I don't see him doing away with the drugs, since he wanted to take it in a Fallout-esque direction, with a whole quasi sub-culture based around it. The issue as I see it is real world more so, with ratings and such. I hear where you're coming from (I would also add Whiskey is a hell of a drug itself, albeit a more socially acceptable one, but that's another topic), but I think it fits in well enough with the gritty/grimey world of Rim. I won't comment on the "rape the visitors" comment, because I don't understand it and I can't see that ever becoming an event. I am sympathetic to your views though, and I'm not 100% on the drugs (but I think they were well done in the Fallout universe). But enough on that (back on topic).

More to the point about why I'm posting though: How do I go about getting a hold of the A15 branch for testing? Is it through Steam beta opt-in? I've only had RimWorld for about a week, so I'm not sure what the standard procedure is.
Cheers.

231
Releases / Re: [A14] Hospitality (v1.14j - updated 18.08.2016)
« on: August 18, 2016, 01:22:40 PM »
Thanks for reporting your issues, guys.

Changelog
1.14j - 18.08.2016
- fix: guests buying from storage outside guest rooms
- fix: dead enemies and infestation preventing visitors from coming

1.14i - 17.08.2016
- new: guests will respect forbidden tags
- new: guests will buy from containers

I haven't made so many updates within one alpha ever before...

Thanks!
Much appreciated.

232
Releases / Re: [A14] Hospitality (v1.14h - updated 16.08.2016)
« on: August 18, 2016, 12:53:35 AM »
As of at least the last version (possibly earlier, but I first noticed the issue today) visitors will buy items from ANY stockpile, not just those in their room. This has resulted in visitors buying items that I really can't spare, such as components.

^^^this with the latest version is happening a lot and it's pretty bad. I've started killing everyone who enters my base because of it, because they rob me blind. Then I get messages saying "The visit went as expected" as the last body hits the floor and I'm suddenly worried.  :o
It was bad enough that they took my *locked* booze and berry soda every visit, but when my doctor has to make a mad dash to the med cabinet before the "guests" clean it out so he can perform the next operation...that seems a bit extreme.
 :P
(first post, woo)

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