I've had this happen too. If we're going to get blamed for random manhuter packs, raiders and other things outside our control, we should at least have the option to warn visitors and caravans away, or offer them shelter if there's no way for them to get away, meaning they will enter the inside portion of your base if you offer shelter, or leave the map in a safe direction if you warn them of danger, or they become aware of it themselves and are able to outrun it.
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#61
Ideas / Re: Let me alert a faction that their caravan should evacuate due to danger.
June 04, 2017, 02:35:03 PM #62
Ideas / Re: Divide most stuff by 5
June 04, 2017, 02:16:52 PM
Given the 2-d nature of Rimworld, I'd go more for being able to eventually start building shelves, bins, barrels, gondolas, etc that increase a tile's storage capacity above the default when just storing things on the floor.
#63
General Discussion / Re: Luciferium need, whats it do?
June 04, 2017, 02:13:44 PM
not to mention the whole going bat-shit crazy as soon as you run out of it, and I think you can only get it by buying it from a trader or finding stashes in "ancient danger" areas. I'm not aware of any way to manufacture it yourself, so you're supply will always be inconsistent and you'll always be at risk of running out. Not good odds on an out of the way rimworld, IMO.
#64
General Discussion / Re: Is There Any Way to Edit the World Map in A17?
June 04, 2017, 02:08:54 PM
I see it now, thanks. That will save me hours over the coming mass mod-disabler updates!

#65
General Discussion / Re: Wolf Overpopulation wyd?
June 04, 2017, 02:04:21 PM
Training them is definitely a very good idea. I like to eventually get all my trainable animals trained in hauling, rescue and, if the animal is tanky enough, release. Hauling is often one of the biggest Achilles Heel's of my colonies. Either valuable specialists waste their time hauling stuff, or I get not enough people who actually know how to pick things up to haul stuff to stockpiles leaving valuable resources to just sit outside and rot. Dogs, wolves, etc are a godsend in getting that stuff hauled in and leaving your skilled workers to do their skilled tasks and only haul if they've run out of better things to do and there's something to be hauled that the animals aren't getting to -- or you have something you need hauled urgently.
#66
General Discussion / Re: "Construction failed" is getting ridiculous now
June 04, 2017, 01:56:51 PM
I've been noticing the RNGs can be very unfair at times in this game. I've had attempts to tame/train animals fail 10-15 times in a row on a 20% chance of success.
I've also noticed that the "construction failed" message does come up a lot more frequently then it did in A16, when I first started playing.
I've also noticed that the "construction failed" message does come up a lot more frequently then it did in A16, when I first started playing.
#67
General Discussion / Re: Is There Any Way to Edit the World Map in A17?
June 04, 2017, 01:47:26 PM
Actually, the file I meant was "modconfig.xml". I already know where the saves are located, I just haven't been able to find any of the files to do with mods. They may be on the cloud or something, is my best guess as my mods folder is pretty much empty, save one file that looks like a default file.
QuoteAlso, fun fact: If you had a very early version of Rimworld installed, you'll find a RimWorld folder in the Ludeon Studios folder, which contains the old savegames. I found one from 2013, but it doesn't seem to want to load. I should probably file a bugreport on that.LOL
#68
General Discussion / Re: I originally pirated this...
June 04, 2017, 01:44:27 PMQuote from: Trylobyte on June 04, 2017, 03:45:30 AMIMO the smartphone "free to play" games are where the biggest spam of shovelware is going these days. I do remember that in the pre-internet distribution days, shovelware was harder to get out, but I do remeber holding in my hands the most infamous shovelware title of all time. Yeah, I'm talking about Big Rigs! I was in the computer dept of my local London Drugs and was comparing 2 truck driving games, Big Rigs, and Hard Truck 2. I almost bought Big Rigs but in the end went with HT2 instead, and never know what a bullet I dodged until I saw the AVGN review years later.
On shovelware: There's always been shovelware out there (The Atari 2600 and NES were legendary for it) but it's a lot easier to make with the rise of game development tools like Unity and RPG Maker VX and a lot easier to sell due to digital distributors like Steam. Shovelare of the past used to be limited by the fact that you had to get it on store shelves, now you can sell it straight out of your basement.
OMG I would have probably gone nuclear if I'd chosen Big Rigs and found out what a broken mess it was!

Also, for those of you who do still pirate, and the altruistic reasons not to pirate, that being not stealing from someone else, doesn't convince you to reconsider, then consider this, one of the most likely places to pick up Malware on your computer is piracy sites. Sure you'll get your game for "free" if you don't consider the costs of enterprise level anti-malware and/or hiring security specialists to clean up your computer, or the unusually high risk of identity theft and online account hacking from all those spyware and keyloggers getting all your personal info. I personally had to deal with ID theft last year and it was absolute effing HELL to get that sorted out.
#69
General Discussion / Re: Is There Any Way to Edit the World Map in A17?
June 04, 2017, 01:27:52 PMQuote from: RayvenQ on June 04, 2017, 09:16:15 AM
For future reference, your savefile will contain a list of active mods when it was saved, so whenever the game gets updated and your mods blanked, just open up the savefile in a text editor, copy the modlist and paste it into your modconfig.xml
That's good to know. That ought to save a ton of time next time this happens. What folder is that file in, BTW?
#70
General Discussion / Re: I originally pirated this...
June 04, 2017, 04:15:43 AMQuote from: theapolaustic1 on June 04, 2017, 12:04:33 AM
Hell, it has taken off. That's what Let's Plays are. You think most LPers on youtube buy their own games? Sometimes they do, yeah, but if a dev shoots them a free title and says "I'm a fan and I'd like it if you'd try this out and consider a video on it"... They're seeking some powerful WOM marketing.
Interesting that you should mention that, watching a Let's Play is exactly how I first found out about RimWorld and decided I wanted to buy it.
At the time I didn't have the money to pay for it, so I satisfied my RimWorld craving vicariously by watching others play it until I could afford it about a couple of months ago.
I don't condone piracy as that's just stealing from the people who put time, money and effort into creating something. If they require that you pay before you play, then that's their right. they created it, they have the right to decide how people can get it.
Let's think of it this way. Let's say you have a car and are selling it. You post and ad on Craig's List. Someone is interested in buying your car, so they steal it to take it for a "test drive". Would you be happy with that, even if they did bring it back and offer to pay for it? Or would you call the cops on them and get them arrested for stealing your car. Stealing someone's intellectual property and hard work is no different, even if you do eventually decide to pay for it later. Stealing is still stealing.
Those who have pirated this or any other game, movie, book, song, etc, think of that before you do it again, and think of how you would feel if someone else did it to you and stole your work.
#71
Ideas / Re: Late Game Faction Warfare
June 04, 2017, 03:52:34 AM
Wow! You really put a lot of thought into this! There's a lot of good ideas in there. If the devs could implement even 10% of what you discussed it would be a big change to the game. The main concern I'd have with adding so much would be making the game too much of a resource hog to be playable on many systems. Still, I'd love to see at least some variation of this implemented in some way that keeps the system requirements within reason.
#72
Ideas / Re: Divide most stuff by 5
June 04, 2017, 03:14:16 AMQuote from: theapolaustic1 on June 03, 2017, 11:50:24 PMI think you're missing what Stormfox meant here. I didn't see him complaining of the difficulty of acquiring resources or making the game harder, but rather about changing the quantities of resources produced and used evenly across the board, especially for bulk resources.
In my friend group that plays, we've always viewed biome as a sort of "map difficulty" (separate from storyteller) and agree that forests are "easy mode". Nothing wrong with that, we also enjoy playing on basebuilder sometimes, because that can be fun in a different way than playing on super harsh settings.
Play temperate forest if you want a relatively easy map that helps you out. Play rainforest if you want disease to be the main map difficulty and occasional heatwaves. Play boreal if you want cold snaps and early food supply to be the main problem. Play arid if you want heat and wood to be problems. Play a flat map if you want metal to be more precious, and a mountainous/hilly one if you want it to be easy. If you want to grow potatoes in gravel and question your decision-making capabilities, play ice sheet.
Essentially I'm repeating what Limdood said: The map difficulty is what it is, if you don't like the convenience of plentiful wood, play a different biome.
For the most part, that wouldn't really make the game hugely harder, it would just mean not needed to dedicate as much space to storing massive numbers of huge stacks of bulk goods. The main difficulty increase I see here would be in being able to get less silver from bulk goods, but that would be balanced out by not needing as much stockpile space to store bulk goods too.
That said, I personally haven't really had any problems with the way bulk resources are handled so far. Still, this seems to be a point with major differences in preferences, so maybe this would be a good candidate for a mod, perhaps? That way those who want this type of feature can mod the game to get it while those who absolutely do not want this changed, can just not get the mod and play the game the same way as they always have.
#73
General Discussion / Re: Introduce yourself!
June 04, 2017, 02:40:43 AM
Hi all, I've been following Rimworld for some time now, ever since I first saw a YouTuber by the name of Quill18 doing a series of Let's Plays of it. Now that I've bought it (about a month ago) I've decided it's about time I joined the community and introduced myself, so on gaming forums I go by the name of Seriously Unserious.
Wherever I go, I tend to get a reputation for being willing to chip in with help when and where I can, and interject a little humour every now and then. I'd love to continue that here with this community built up around a great game.
Wherever I go, I tend to get a reputation for being willing to chip in with help when and where I can, and interject a little humour every now and then. I'd love to continue that here with this community built up around a great game.
#74
General Discussion / Is There Any Way to Edit the World Map in A17?
June 04, 2017, 02:35:44 AM
I was happily playing a game when Steam decided to force an update to my A17 game, and then it turned off all my mods, and after spending over an hour getting them all turned back on again in the right order to get my saved game back up and running, I find the updates broke my save anyways! GRR!
So I had to restart my game and would like to get the area around where I'm starting at least somewhat similar to my broken game. I'm using the same random seed as before, but now the game keeps making the map different and with a lot fewer faction bases around then before, which in and of itself seems weird as the same random seed should create the same map. Anyways, I've tried for the past hour searching for any mods or anything at all about how to edit the world map and got nothing. According to both Google and Yahoo, apparently nobody else has ever asked this question before in the history of Rimworld. So I'm asking it now.
Can I edit the world map to get the roads and factions roughly like they were from my last save so I can restart that same scenario in much the same conditions as before? I'm not looking to cheat, just recreate the same start as I had before so I can get a fresh start on a ruined save.
So I had to restart my game and would like to get the area around where I'm starting at least somewhat similar to my broken game. I'm using the same random seed as before, but now the game keeps making the map different and with a lot fewer faction bases around then before, which in and of itself seems weird as the same random seed should create the same map. Anyways, I've tried for the past hour searching for any mods or anything at all about how to edit the world map and got nothing. According to both Google and Yahoo, apparently nobody else has ever asked this question before in the history of Rimworld. So I'm asking it now.
Can I edit the world map to get the roads and factions roughly like they were from my last save so I can restart that same scenario in much the same conditions as before? I'm not looking to cheat, just recreate the same start as I had before so I can get a fresh start on a ruined save.