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Messages - RicRider

#166
Releases / Re: [1.0] SeedsPlease!
May 02, 2019, 01:01:07 PM
I must admit for a long time I didn't even know that this was a bug, Ksaturn. I thought it was a feature on this mod! In fact I got so used to it it doesn't really bother me. It's not really game breaking, it just makes things more challenging. Hehe. It's not going to stop me using SeedsPlease!

@notfood perhaps a workaround for this would be to add some controls in the options setting for SeedsPlease to allow players to set the level of experience they want to get from planting, harvesting, etc. By doing this process you might find what's causing the issue because it would let you see the code that manipulates the core files and possibly figure out whether it works differently on different operating systems.
#167
Releases / Re: [1.0] SeedsPlease!
May 02, 2019, 12:28:35 PM
Ksaturn I wonder if it has anything to do with the fact that you are running on a Mac. I'm running on a Mac and I have exactly the same issue. One of the first things I did when the last version of the game was released was download a fresh copy with a fresh config and install nothing but SeedsPlease. Same issue, no xp from plants.

I've noticed this in other games too. For instance, when I run the "Overhaul" mod for the game Terraria many of the enemies do only 1 damage and all my ranged attacks do one damage. Many Mac users are reporting the same thing.

I might be taking a wild guess in the dark here but it could have something to do with dlls not playing nicely on anything but Windows, or permission issues with things not being able to write to folders in the right place on Mac... or anything. I don't know.

Notfood does your mod use anything that could be playing badly with other operating systems than Windows?
#168
I have some unsolicited advice, take it as you will!

I almost quit this game after an experience like yours. A week later I came back because I suddenly remembered that option that lets you build more than one colony. Ever since then I've been building 2-3 colonies and running them at the same time. You can have 40 pawns spread across 4 different maps and caravanning back and forth between them or whatever without the difficulty curve of having all that wealth on one map. I can't imagine playing this game any other way now and there's no more of the craziness that happens once you start getting in the 20+ pawn range when it comes to raids.

I've never built the ship and I never intend to; it's just not the way I play this game. For me it's a sandbox. I make my own goals like wiping out a faction or whatever or I use mods like the one that lets you build roads on the world map to link up with my allies.
#169
General Discussion / Re: Why Build On Mountain?
March 11, 2019, 07:39:19 PM
Quote from: zizard on March 11, 2019, 06:35:59 PM
Moving your pawns is actually an advanced concept for most people playing this game.

I know RimWorld has the goal of leaving the planet on a ship but for me the goal has always been to automate everything so I don't have to play the game. I only interact with the game when I lay down blueprints or when I micromanage a raid as if I'm playing X com or something. I can't imagine how someone would survive a raid even in the mid game trying to let the AI fight without human input. It's bad enough watching "friendlies" trying to help. LOL.
#170
Releases / Re: [1.0] JoJo's Bizarre Rimworld
February 23, 2019, 11:32:13 PM
Hi. I don't use steam or discord. So if you want me to check out your mod please post a description. Thanks!
#171
You can also try the dev mode tool to end their current job. That usually breaks whatever silly loop a mod got them stuck in for me.
#172
Unfinished / Re: [1.0][WIP] Real Ruins
January 31, 2019, 12:06:54 PM
I can't wait till you roll out the work you've done on raider base assaults using player designed bases! This mod is extraordinary.
#173
Releases / Re: [1.0] SeedsPlease!
January 31, 2019, 11:45:20 AM
This mod is the best. Can't live without it. I love that you need to have multiple growing areas that deal with different seeds and plants and set up bills on multiple benches to get the most out of automating the seed generation project!

That being said, I've noticed there's some shenanigans with the mushrooms going on. I can't extract glowstool seeds and I can only buy them from traders. When I use raw fungus to extract Agarilux seeds I get Agarilux seeds that I can't seem to plant. Can you look into this?

Also, when I extract strawberry seeds I have to use the berries that I find wild on the map. But I don't know how to plant the wild berries. Is this intended?

Also I'm thinking of adding some other mushrooms to my game like the Noku mod and any others I find. Do you know of any other plant mods that work with your mod that I can add?
#174
Ideas / Re: More Sensible Ages
January 24, 2019, 06:53:47 AM
Basileus you're always going to have at least 2 camps of people every time you bring up a discussion about realism. Ones who want the game more realistic and others who want to play it like an Esports and care only about "balance". My suggestion to you is to mod what you want or ask the modding community to help you. I for one would love to see your suggestion done as a mod and would use it.
#175
General Discussion / Re: [1.0] Slower work = More XP?
January 23, 2019, 03:15:31 PM
If you're into mods, check out something like Work Tab. It lets you set all the tasks with sub priorities, so you can have pawns that just repair, pawns that just deliver resources, and pawns that just construct placed frames, etc. That way you don't have everyone doing everything!

Bonus mod, Real Ruins. It puts random half destroyed ruins all over the map, which you just claim at the start of the game. You'll get plenty of XP just repairing everything and by the time you're ready to construct things that matter you'll have a few levels in construction!
#176
Peppsen, maybe you'll appreciate this. It's my recounting of the events leading up to when I first heard 'Alive' after having downloaded your mod.

My main colonist had just got married to the first woman he rescued. During the first couple of years we had all stayed alive and even rescued her mother, his brother and a few other relatives. We were forming a strong little clan in our mountain base.

A few hours after they just got married we got the raid warning. A group of sappers were coming through our beautiful fortificatons that were the front face of our mountain fortress! All 15 of them with frag grenades. We took out a few of them as they approached but it wasn't enough. They blew their way through the walls of the fortress, killed the mother in law, the brother, carried off the bride and the hero made his last stand with a chain shotgun door cheesing as many of them trying to rescue his beloved before they carried her off. Eventually he was taken down and lay on the ground bleeding out while they walked away. That's when the music 'Alive' started.

Will never forget that adventure and I always use your mod now as it adds the perfect feel to every moment!
#177
I care too much about keeping my colonists alive so I'll do anything to make that happen. Why take risks with a sandbag when you can do it risk free by door sniping?
#178
I find that toxic fallout is one of those events that was fun the first few times. Now I just unashamedly disable it in game conditions because I like to build spread out bases and not have to roof everything off!
#179
Stories / Re: Agarilux the Magnificent
November 03, 2018, 12:50:18 PM
Thank you for your interest in this story! I've been really under the pump with work projects and although I have about 5 days of this mapped out and played through with screenshots and everything I just haven't found the time to finish writing up what I've played so far, let alone fire RimWorld up to keep playing the adventure and let the story play itself out.

Perhaps over the Christmas holidays I'll have a bit of spare time so stay tuned; I'm really eager to get back into this!

I haven't heard of Paul Stewart before you mentioned him but he looks really interesting and I've added his books to my reading list. In case you're wondering it's possible my writing style might be influenced by South American magical realists like Marquez and Borges as well as 1980s fantasy authors like Le Guin and Feist. I've also read a lot of Umberto Eco and Italo Calvino.
#180
Oh yes! That was a toasty video indeed. Who knew that spices could burn so well, right? :D