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Messages - Goldenpotatoes

#361
If a test spot is still open I'd like to sign up.
#362
Bugs / Re: Rimworld Loading times
April 07, 2015, 10:27:17 AM
I remember reading awhile back about VPN programs (hamachi, tuungle, ect) causing some serious increase of loadtimes. I used to have god-awful loadtimes like yours, but after removing every VPN program I had installed, it went from 5-10 minutes to around 30-60 seconds.

So yeah, if you have anything like that installed, uninstall it and try again.
#363
Bugs / Re: shells exploding when carried home
March 28, 2015, 01:29:14 PM
I can confirm this happening on an unmodded save, I've lost maybe 6-7 colonists alone from this bug.
#364
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 28, 2015, 12:48:01 PM
This mod seems to have problems when it comes to adding mods mid-use, especially for savefiles.

I made a few backstories for a save and around a year in I added another mod, which essentially broke the backstories for the colonists. The save still works, but after that, every colonist with a custom backstory now has a different one, which seems to be leading to issues with jobs. (one that used to be able to haul can't, now will indefinitely pick up an item that isn't forbidden, drop it, and repeat until item is forbidden.)

The concept is great but even changing load priority in the mod list seems to be enough to cause issues with saves (EdB's Prepare Carefully also comes to mind here).
#365
General Discussion / Benefits of certain bionics?
March 24, 2015, 10:27:00 PM
Most mods and some vanilla aspects allow you to augment colonists with varying effects, ranging from consciousness, manipulation, movement, to breathing.

Most of them are self-explanatory, but what about things like hearing, breathing, or consciousness? Is there any actual benefit to augmenting a colonist to enhance these or are they currently just placeholders for core stuff/fluff?
#366
Ideas / Strange Moods
March 21, 2015, 05:35:38 PM
The game already borrows concepts from DF (not complaining, one of the reasons I enjoy it a lot), I thought it would be interesting to introduce the similar 'strange mood' aspect too.

At random, a colonist that's passionate in art/crafting will drop what they're doing and head for the nearest bench to begin crafting their work. Output should almost always be a masterwork/legendary, as well as come with an art description.

Maybe even have the chance of a modifier on said item for added benefits? I.E higher dismemberment chance/incap for weapons, passive positive thoughts when near it for art.

Would add more interesting playthroughs, having a strange mood more likely to happen after a major event (survived a big raid, seiged, ect).
#367
Its probably a mix of preventing wide-spread fires that are uncontrollable and preventing framerate drops from said wide-spread fires.
#368
Ideas / Bandages
February 28, 2015, 08:02:49 PM
I understand that the ability to self-heal can be immensely OP in some cases, but when my entire colony falls apart because my only medic got bitten by a squirrel and proceeds to bleed out over it, then there's a problem here.

Let colonists make bandages out of cloth/other clothing with the crafting skill, leave the actual medicine to serious stuff (infections, broken/punctured organs).
Let there be 2 treatment options for wounds:

Bandaging - Colonists can bandage themselves/others to stop the bleeding. Infections can still occur depending on quality of bandage.
Medicine - Same as now

Maybe make a special kind of gauze that's crafted by combining bandages and herbal medicine as an advanced bandage that helps prevent infections?
#369
General Discussion / Benefits of Rich Soil?
February 21, 2015, 03:01:06 PM
I know its suppose to make crops grow faster when planted on, but are there any numbers, or a percentage per plant on how much faster it grows compared to a hydroponics table or regular soil? Curious if its worth the effort of boxing in these areas for all-year growing.