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Messages - Vakari

#16
Thanks for the reply.  I do not have the lighting mod, because I definitely don't want to make my game darker. :)

I don't know if the brightness is the issue, or if the color saturation is.  I just know when the daylight starts to wane, in full dark, and in rain, I am squinting at details and it gives me a headache.  Was hoping there was a way to adjust things, in-game, via mod, or even an outside software.

#17
Hello

I have my monitor adjusted to full brightness and contrast, but when night falls or it rains, I can barely see anything on the game screen.  I get that its supposed to be dark, but when I'm literally squinting trying to play, I think physical need outweighs immersion experience.  Is there any way to lighten the game?  Thank you!
#18
@AileTheAlien:  Love that idea!!!!
@LWN:  Those would be great, too!  Also:  Ghost mods??  Gotta check that out!
#19
Ideas / Re: Slave-to-Colonist Option
June 19, 2019, 09:52:22 PM
Thank you both for the replies!
#20
Ideas / Slave-to-Colonist Option
June 16, 2019, 04:59:11 PM
I would like the ability to "free" purchased slaves, and have the description change from "Female/Male SLAVE of {insert colony name}" to "Female/Male COLONIST of {insert colony name}"

In addition, it would be fantastic if "freeing" slaves gives a positive boost to colonists, in the same vein as "banishing" a colonist provides a negative.

Thanks!
#21
@Kirby23590:  Yep, exactly!  Just need to randomize what we find more.
#22
Thanks, jbox1 :)  I agree with you about finding surprises in regular ruins, too. 
#23
Even though I enjoy them, the mystique is pretty much gone at this point.  I know they will either contain bugs, bots, and/or people, who may or may not be hostile.

Instead of just the same scenarios, I'd love to see more variety.  For example: 

1.  Maybe you find a hidden weapons/supplies cache.
2.  Maybe you find parts to a starship, like from an old wreckage!
3.  Maybe you find an old computer, miraculously still running since the "Ancient days" or something that will boost one skill, randomly or not, before finally just giving out.
4.  Maybe you find a sealed medical lab, that automatically inflicts an illness or parasite or whatever, upon being unsealed. 
5.   Maybe you discover an entire "colony" that has remained hidden all this time!  (IE:  Like, if you find this digging in a mountain, under the ice, anywhere large enough to hide such a thing.)  This could even prompt immediate, all out war!

The point being, there are a LOT of ways to add variety to these, and I would really enjoy seeing more options added.

"Ancient dangers are like a box of chocolates"....or should be.   :D
#24
Ideas / Re: Your Cheapest Ideas
May 30, 2019, 08:19:17 PM
Quote from: Tynan on October 09, 2013, 12:17:07 AM
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.

So I'm making this thread to specifically ask: what ideas do you have for the game that are really cheap to implement? Ideally these are things I could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.

Here are some examples:
• Barbed wire: A building that slows down movement.
• Molotov cocktails: Grenades that start fires.
• Assassin: A raid from one super-powerful raider.
• Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
• Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.

None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?

An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.

If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.

I have two suggestions, although one could be met by doing the other.  Both should be a a "cheap" idea, I think:  1.  Allow us to duplicate Drug Policies in-game. 

For Example:  I use mods to add new medicines, and create a drug policy for each situation they might be used.  However, I also have some changes that I make every time, so anything that could help avoid the repetition and improve management would be fantastic.

2.  Allow us to set defaults that will be used every game.
"Defaults" examples: 
1.  Setting Work priorities (I use the "Prepare Carefully" mod, so I have specific colonists I like to start with.) But even without the mod, I always set certain priorities higher than others automatically.
2.  Setting Animal training default values.
3.  Setting Armor/Equip default values.
4.  Setting "Lavish" and other food priorities (what is ok to eat and not).

All of the above are examples of the same changes I manually make every time I start a new game, so I would *LOVE* an option to let me apply a set of values that every game would start with automatically.

Thank you for your consideration.
I
#25
As of today, I have NEVER SEEN MY CHARACTERS in game.  No replies on these forums.  I've emailed the support email, so maybe I can get help that way, but *bump* if anyone is reading this thread. 
#26
This is still not working.  I have NEVER seen either of my characters in any of my games.  Please respond on where I need to post to get some help.

Thank you!
#27
Literally MONTHS later and I have yet to see either character in game.  This is either badly broken, or my characters are not in the released version.  I'm posting here in order to receive help, but have not had a single response.  Is the the correct place for this?  If not, would someone please point me to where I can get a reply?  I just want to know if someone is looking into this bug.  Feels like I wasted money/got ripped off adding characters at this point.

Thank you for any help.
#28
*Bump*
#29
EDIT 2:  As of 3/27/19:  I finally see my characters!  Thank you to both Michael and Tynan for contacting me.  I'm honestly blown away.

So, there was nothing for my grand fix, that I hadn't tried before.  With and without mods.

However, I decided to completely uninstall RimWorld, even to deleting the folders, and reinstalled fresh.  (Since my install was an update from Steam, on an older version.)

I then tried starting another new game with no mods, and this time, I was able to see my first character within moments of randomizing!  I didn't get the other character like that, but I went ahead and started a game, and, using the developer tools, was able to spawn a world pawn, and she was there.  I am so happy, I cannot stop smiling. 

So, if anyone runs into this issue, maybe a file just didn't get updated somewhere.  That is all I can think that it was. 

So, please consider this bug closed.


EDIT:  I found another poster where they are getting multiple characters of the same person:
https://ludeon.com/forums/index.php?topic=47602.0
That character has a [ B ] in the name. 
Not sure its related, but it seems like it is.

Hello

I've been playing for weeks, ever since the 1.0 release and have had multiple colonies.  I've tried with and without mods.  I cannot get either of my characters to spawn, even though I have the "Preferred player-created characters" selected in options.  I have "Randomized" and added by the "Prepare Carefully" mod, literally over two-thousand characters.  They never show up, even though I get duplicates.

My characters are marked with [N].  I did see a post where this was a bug, for those with [ B ] in the name.  Maybe this was impacted by that change?  Or, its just a new bug.

https://ludeon.com/forums/index.php?topic=46833.msg444850#msg444850

Further information: I get multiple repeats in the same game of certain characters.  For example:  Derrial Shepard Book.  This has a [PK] in the name.

I'm logging this as a bug, in hopes that I can get some assistance.  Even if someone can simply point me to the file where these characters are stored, so that I can verify they are at least included, would be appreciated.

Finally, is there any way to increase the spawning probability?

Thank you!