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Messages - robohunterx

#1
Well, that's disappointing, but it's your call obviously. Sorry that you feel that all of your modding work has gone to no avail, and that you feel that making it open source just isn't worth the effort. I can personally say I loved the mod and it was a great addition to my list.

I also love that you included directions about how to remove it from your games; I'd suggest possibly editing it into your top post? Idk.

Best of luck to you o7
#2
YOU HAD ME AT COFFEE WITH THIS MOD.
#3
Wouldn't it be awesome to be able to synthesize a cure from zombie bits? Make it to where you need a large amount of DNA or something....then you can make 1 x Antidote that can cure 1 colonist.
#4
Bugs / Re: [A14] Non-moving visitors/raiders
July 19, 2016, 10:23:51 PM
Yeah there seemed to be lots of oddities with A14's initial release...but good on Tynan for nailing the bugs pretty quick!
#5
Ideas / Re: Hay-based construction
July 18, 2016, 04:06:03 PM
Really wish I could get into modding/sprite design so I could make all of the great ideas possible! Wouldn't it be cool to have a biome where the grass is over-grown (Like overgrown farmland) having it slow down movement, making aiming worse for weapons, etc?
#6
Support / Re: Rimworld mac resets resolution steam
July 18, 2016, 03:51:25 PM
I'm not well versed in Mac, BUT, I would suggest looking into your config files for 'prefs'

However, I did run across this on the wiki:
http://rimworldwiki.com/wiki/Configuration_file

Try Navigating to:

~/Library/Preferences/unity.Ludeon\ Studios.RimWorld.plist
Open the File and look for:

Screenmanager Is Fullscreen mode - Whether the game should start in fullscreen (1) or windowed (0)
Screenmanager Resolution Width - Game window width in pixels
Screenmanager Resolution Height - Game window height in pixels

Set the values as your native desktop resolution, save the file, and load up Rimworld!

Hope this helps!
#7
Well, according to sites and Tynan as well, the Steam Key system was under attack from fraudulent sources.

http://www.eurogamer.net/articles/2016-07-18-fraudsters-force-rimworld-dev-to-stop-giving-out-steam-keys

I'm assuming that means he's suspending the key give away function until he can sort it out.
#8
Bugs / Re: [A14] Non-moving visitors/raiders
July 18, 2016, 02:09:31 PM
That's really bizarre, Do you have access to the website's version, or Steam? If so, I'd try the other version if you can and see if the problem persists. If it does, there's something odd going on with your machine.
#9
Ideas / Re: Mandated High Priority Order
July 18, 2016, 02:08:34 PM
You can hoe anything with anything if you're brave enough.
#10
Ideas / Re: Schedule Job Priority
July 17, 2016, 08:35:39 PM
Heya, I actually ran across an awesome, but pretty tedious/complex looking mod that does exactly what you want! I'm about to fire up a game with this :D
http://steamcommunity.com/sharedfiles/filedetails/?id=725219116&searchtext=

It's from Fluffy, and it also requires the "Common Core Library" which is here https://ludeon.com/forums/index.php?topic=16599.0 just make sure it's at the top on the mod list (right below Core!)
#11
Bugs / Re: Innocent prisoner died mood impact
July 17, 2016, 08:09:30 PM
No, haven't tried it, but I believe if you release the prisoner (If you imprisoned a colonist, they should rejoin and at that point you can remove him/her from any duties or jobs, or just schedule him/her less work hours. I'll have to wait until I run across that, but it makes sense in my head.
#12
Ideas / Re: Hunting suggestions
July 17, 2016, 04:25:42 PM
Yeah it's limited to what you box select to hunt, which kinda sucks...I agree. I suppose the only way as of now is to assign 1 hunter, select smaller game, and doing it that way.
#13
Ideas / Re: Schedule Job Priority
July 17, 2016, 04:22:46 PM
I think a more robust system needs to be added as well, as the 1-4 priority on each jobs is somewhat odd and over-complicates things at times. Seems like it'd be really easy to use the work/job/sleep scheduler to add in new "Work Zones/Slots/etc" into it, then in the Job Prioirty tab, adding some UI element to each job box per colonist where you could select it, perhaps having the box background color change on right click, and the job priority number change on a left click to denote what job zone/time/area/whatever?

This could also allow Work Areas as well, to be assigned per Job Group (Boom, Job Group is a good name for it! lol) But now I just keep wanting to add on more and more functions...haha, great idea though!
#14
Ideas / Re: [A14] My thoughts.
July 17, 2016, 04:17:37 PM
On the thought of Tech-Trees, I would love to see an actual Tech, "Tree" in the game, instead of the flat list. While yes, the current list is broad at each level, (You can research like up to 10 things or so, so making a tree would most likely not look like a tree, but instead some flat square thing...) it would still make it more apparent the flow of tech that you're supposed to follow.
#15
Ideas / Re: Hay-based construction
July 17, 2016, 04:15:00 PM
This could be an awesome intermediary for tribes. Instead of jumping from making Wood > Steel furniture, Hay could be used. This would be really awesome for buildings as well in an early game, as I feel it would add even more depth and immersion to the feeling that you're an actual tribe. Perhaps a lower tiered production bench could be for making the straw items?