Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - RyanRim

#196
Support / Pink defs and map
April 25, 2017, 08:03:07 AM
Well basically I admit that I have been downloading (yes pirating :-\ ) RimWorld for almost every version since 10. I had most save games on v14, I had everything working on it with mods. Then now with 15 some mod compatibility problems but nothing serious. Now on my home computer (it is Windows XP) the v16 is not working properly. I got different save files, on my laptop of windows 10 it is working properly, but XP seems trouble.

Now into the real deal:
The computer is only 6 years old, has great graphics card and everything. I got RimWorld from a well trusted site where I get most of Steam games when I can't afford them. Then starting it and adding mods, seeing the planet map, it was full pink. Icons of tribes/clans/enemies ARE shown, but the map is pink. Ok what the heck I gave it a little loading time but nothing. Then I decided to continue and in game now, same thing, map and items pink, also Pawns skin and clothes ofc. Haircuts were shown though. I tried a little later again without mods but same thing. Any idea how to get it working on XP, or if it doesn't then does it also stand in Steam now (haven't checked Steam page for some time).

PS I can get a screenshot if you think it is a difficult case and needs investigation
PPS Please don't accuse me of being a pirater or a fraud, I have 4 games on my Steam account and really wanna buy RimWorld when the v17 comes out.
#197
General Discussion / Re: Randomness scaled up
April 25, 2017, 07:02:38 AM
Yeah I know, I guess its good to have it off so early. Now I tried to attack a bunch of pirate merchants and they almost killed me. Luckily had an autosave file from 2h of in game time ago so I'll think every step now lol
#198
General Discussion / Randomness scaled up
April 25, 2017, 06:28:12 AM
Well I started playing on newest v16 now, as I played v14 very long on a download client. Now I got some mods on my new game (played for 2 weeks in game) and vegetable garden and combat mods work well. What I can't figure out is that I use my usual system, Randy + BB mode, but suddenly terrible stuff happen, for example 2 raids although I located myself off all colonies by far, luckily both of those were easy, with 1 and 2 raiders. Then right after that psychic drone came to work, again luckily I had only one female person in colony, since the wave fractured females mind. NEXT UP was a blight, yep, I had a 9x9 square garden already and it just blew to kingdom come.

My question and idea is that in BB mode does these have occurred to you as well so early, cause for me not, and it really took edge off a good experience.
#199
General Discussion / Re: My squirrels won't wake up!
April 10, 2017, 03:42:47 AM
Quote from: Jarwy on April 09, 2017, 06:53:24 AM
If you *really* care for your squirels, you should get an animal surgery mod. That'll also allow for some bionic combat squirels.

Wow wheres that mod, I demand those squirrel Schwarzeneggers
#200
General Discussion / Re: My squirrels won't wake up!
April 07, 2017, 03:20:41 AM
Reluctant to understand that at first, glad it worked out nicely :D
#201
Stories / Re: DF Style Succession Game!
April 07, 2017, 03:16:46 AM
Why do I have the feeling that on Extreme after 3 days it goes into spam like LoL forums. Just a thought.
#202
Ideas / Re: Advanced Turrets
April 06, 2017, 06:13:11 AM
I agree with Ed. Currently we have no defensive trees or direct implications for base defending (after all, currently all solutions from bug farming to guard trotting is made by players) it is the best solution. Well I hope more stuff for defenses like trenches and stuff would be attached to this update.
#203
Quote from: Edixo on April 05, 2017, 12:20:40 AM
I know this is a big one to fulfil, and completely unreasonable to ask for. But it would be SO nice to have more variety in the music. Right now the tracks that are there are very nice, but there's really no consistency to when they play (except for raid music when there's raids).

It'd be cool if there were specific tracks for some big events, or night time music when the colony is asleep, or something like that. I have a few examples on what type of music I'm thinking of:

Volcanic winter/Toxic fallout: https://www.youtube.com/watch?v=pqXQ1lqgK4o
Snowfall: https://www.youtube.com/watch?v=Zr-PHm_qLgg
Rain: https://www.youtube.com/watch?v=45C81eidtek
Mechanoid raid: https://www.youtube.com/watch?v=0Z_nE0-SXRI
Night time: https://www.youtube.com/watch?v=2RG4sLtSYGw
Zzzt... Event: https://www.youtube.com/watch?v=dQw4w9WgXcQ

I agree completely. Customizable soundtrack is always or should be part of a good sandbox game, and allowing making mods about changing music would be cool. Maybe we'll see steam people getting up to RimWorld DJs badge ::)
#204
Ideas / Re: Advanced Turrets
April 05, 2017, 05:16:02 AM
Quote from: Edixo on April 05, 2017, 04:08:48 AM
People might argue that the current Improvised Turret is already OP enough. I beg to differ.
/.../

Requires 5 components, 200 steel, gun of your choice

What they would be is a turret which you can use any gun to build, and it will use that guns' shot type, range, and accuracy. Have a minigun lying around? You can build a minigun turret. Want automatic snipers? Build a sniper turret.

/.../

Thoughts?

Well firstly comparing with the research cost the materials cost is minuscule. You'd need lets say 12 components and 500 steel since even tailoring table needs same. I agree the skill branching but on the other hand we got very few "branches" on most activities and buildings, i guess it is a good future plan, but it needs thought. I wouldn't agree with the idea of constructing something from any gun you like. We know that updates will be done considering energy weapons and making turrets from these would really make it too easy. Maybe add a special material then, like plasma modules etc etc that you got to merge in order to get the turret to work. Nevertheless good suggestion for developer.
#205
Off-Topic / Re: The Drunkard's Tavern.
April 04, 2017, 06:19:05 AM
So more chair-wrecking?
#206
Off-Topic / Re: Count to 9000 before Tynan posts!
April 04, 2017, 06:18:13 AM
5787 yaaawn
#207
General Discussion / Re: Job Assignment
March 28, 2017, 04:44:42 AM
Quote from: Serishi on March 28, 2017, 04:29:49 AM
So I've been playing for a while now and I'm on my second colony, and I realised I still often find some of my colonists doing nothing, I usualy always have stuff to do it's just often not related to their jobs.

So I was wondering what jobs do you assign together to make sure people are always working?

Depends fully on colony size, people want to rest when they are assigned on multitasks, specializing on first notch jobs will help some people to concentrate on the work longer.
#208
Quote from: b0rsuk on March 14, 2017, 02:51:21 AM
Quote from: b0rsuk on March 13, 2017, 05:11:50 PM
New colonist background: spammer.

Spammer would occupy your Comms Console to send unsolicited messages. For every 200 messages sent, a person would read one of them and buy a product. You would gain silver as a result.

A spammer in your colony would cause more raids.

Yeah! Same as Shopping Addict!
#209
Quote from: GuesUserNameGUN on March 13, 2017, 12:40:46 AM
I had a guy go beserk halfway through digging out a small 6x6 room, so i locked the door and left him there to calm down. About 30 seconds later a hive spawned in the room, spawning two of the medium bugs straight away. He went down and just as i went to save him, 3 small bugs spawned, 2 large ones, and 4 medium ones spawned in.

Lemme guess, he crane-kicked them all to kingdom come?  8)
#210
Ideas / Re: Your Cheapest Ideas
March 12, 2017, 05:34:54 AM
Since the injury healing thread took quite a tumble of ideas, I suggest that by the level of medicine skill, there should be specifications (like with animal care). For example surgery, bandaging, ill-feeding, tending medicine. It would keep good overlook of how to treat someone.