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Messages - RicRider

#196
I understand that, but I always assumed these embrasures were just modified walls that let the temperature in. Maybe I'm wrong.
#197
Thanks for updating this, it's one of my must haves. Jaxxa do you mind clearing something up? Was something changed in the way these work in B19? I remember in B18 I used to use these as 'cheap vents'. So I'd be in a boreal forest map and stick them in the walls of my freezer and it would cool the room (especially useful for medieval playthroughs). Now though in B19 I noticed that these embrasures cause the room to be considered 'outdoors' so all my food rotted before I picked up on what was going on. Is this just because of the B19 change or did  you change something with the way they work?

The other question I had was is there a difference in graphics now? I could have sworn that these embrasures synced up nicely with the walls they were built next to but now they kind of look a bit off, like they're not connected.

Anyway let me know if something's not clear and I'll try to get you some screenshots at the earliest chance.
#198
Zizard, your signature. Priceless!
#199
OK, you got me. I can't wait to finish work today so I can try building a mountain base in B19. I'm already envisioning hallways with turrets and sandbags, rooms separated by panic rooms and internal trap systems. I'm game!
#200
1) Put your cream in first and then your coffee. Saves you having to wash a spoon!
2) Delete your Twitter and Facebook accounts.
3) Get a Mac or a Linux so you never have to reboot your computer again or turn off RimWorld in the background.

Now it's your turn! Give me some of your best time-saving tips so I can find ways to play more RimWorld!
#201
Off-Topic / Re: Not my Typing Day
September 03, 2018, 01:59:14 PM
I say Septober and Aprimay all the time in real life. People think I'm absolutely drunk.
#202
I get your perspective, I totally do. That's why RimWorld is such a great game, because it's not just a game, it's really a story development environment that lets you not only customise scenarios, but you have an amazing set of development tools that can help you create the story you want to create. Messing about with the developer tools eventually got me into messing about with the XML files and customising my experience how I wanted and it has also helped me get inspired into actually learning how to code things properly.

I see no difference between disabling plague in the scenario editor and removing it as a hediff if it would end your game and you want to continue playing it. If you play RimWorld with mods you will learn to love the developer tools as sometimes mods will break your game literally and the only thing you can do to fix it without starting again is to use the destroy tool to get rid of bugged events. Sometimes mods will also cause traders to loiter around the map in -40C and freeze to death (obviously not intended) so forcing them to leave the map with the Job Giver tool will let you keep playing without taking a massive hit to your reputation and ending any trade opportunities in the future.

In multiplayer games the balance is up to the developers completely (and is probably the reason why most MMOs haven't really succeeded, because it's so taxing on the developers to keep up with what players want). But in single player games the balance is up to you. If you limit yourself by not using the developer tools to do things that you can't do in the scenario editor, yes, you're going to be frustrated when your colony dies. This is just a fact. If you're going to let Loki smash you without fighting back and controlling it the way you want, you're going to feel like you've been squashed by the gods.

Heck, I disable insects in most of my games too because I think they're impossible to deal with until you get some real guns (or have crazy kiting skills like the latest video from Gaming by Gaslight with a bit of luck thrown in: https://www.youtube.com/watch?v=HamnKnGGkkY&t=0s). Speaking of YouTube Let's Plays, I don't think it would be possible without developer tools or setting the scenario you want. You want a story that last for 25+ episodes and entertains thousands of viewers, not a frustrating experience that's probably more suited to a livestream on a Saturday afternoon.

But sometimes the story you want to tell is not the story that's being thrown at you by the Gods of the Random Number Generator so you have to tell the game what you want. (Alternatively you can get the Medieval Times mod and build a Shrine to this bastard and hope that he rewards you with luck!)

The Naked Brutality scenario is largely balanced around the idea of building a colony that survives, not a single pawn that survives. Without the Prepare Carefully Mod for example (or setting pawn skills with the Skill Set developer tool; which is a quicker way of doing the same thing), you're going to take anywhere between 10 minutes to hours before you randomly roll a character that has 3 construction (need for traps), 2 crafting (need for making a short bow), 6 cooking (reduce chance of food poisoning) and at least 6 medical, not to mention all the other things like 'non violent' and 'gourmand' which will literally kill you in the first few days of your colony. Why spend hours rolling randomly when you can just do it quickly and play the game you want?

Last thing about plague, imagine if it was even more realistic and the plague would spread to the other pawns and the animals? This is in no way realistic and is just there to create drama in a colony. 3 out of 10 pawns dying from the plague is obviously not the same as 1 out of 1 pawn dying from the plague. Why put yourself through this frustration? Just disable it and don't feel guilty about it!
#203
I think in general Reddit is a lot less active as it became more and more polarised and politicised. I know many gamers who don't go there because you're bound to get dragged into someone's cause and have your fourth wall broken.
#204
I've learned with the Naked Brutality scenario that it's not actually a survival mode like classic survival games. It's survival with a RimWorld twist.

In your typical survival game you have one character and thus the game is designed around realism and fairness with less RNG involved. In RimWorld however, even if you're playing Naked Brutality the AI is programmed to literally throw other colonists your way. Have you ever tried playing without rescuing anyone on a transport pod? I'm asking because within 15 days usually my map is littered with the rotting corpses of space refugees that I've been ignoring because I wanted to continue to solo.

So what I'm saying is that if you want to play this game mode as a solo survival thing you might have to go into the scenario editor and remove things like the plague.

Another thing I often do (since it's a single player game and nobody's around to care that I 'cheated'), is if Randy throws something that will kill my fun and I actually feel like continuing to play, I'll open the dev tools and remove whatever condition it was. You can just remove the plague with the 'Remove hediff' tool and pretend it never happened!

Overall what I'm saying is that RimWorld is more about the base and the colony rather than the individual characters. You need more than one person to deal with some threats, plague being one of those threats. That's just the way the game is designed.
#205
Off-Topic / Re: So What's The Issue With Steam?
September 02, 2018, 02:28:51 PM
The thing about Steam and cloud stuff in general (and call me a tinfoil wearing Gen X I don't care) is that everyone is into data collection nowadays. Your gender, your preferences, your shoe size, your political beliefs... even what you ate for dinner last night. They want to know everything about you and then use that information to push stuff into your browsers and text messages, etc. And there's worse than that too and it's related to how people think and improving AI based on the way people play games.

So Steam makes you play every game while you're logged in, so they can collect all this information about you and then anonymise it and then sell it to anyone who pays for that data. You can bet there's companies paying big bucks to find out how people think so they can improve their AIs.

I played RimWorld for a while on Steam but at some point I removed the game from the Steam directory and put it somewhere else on my hard drive and blocked its access to the Internet when I realised I didn't need to have Steam turned on.

I'm not suggesting you wear a tinfoil hat like I do but the reason why I avoid Steam is the same reason why I avoid Discord, Dropbox, Facebook and Twitter. Third parties don't need to know anything about you, but they damn well make sure they can bait you into giving them the stuff they want by putting it behind a wall of some sort that you will give up information to get it.
#206
I'd easily pay $60 for this game. I'd say it was a good business decision to raise the price for 1.0 Maybe not to $60 but $40-$50 like others have said. I have about 1,500 hours in this (half of that probably idling in the background while I work - there's not many games I've ever left on like that! LOL) and I know most people have a lot more.

Arty: Just buy RimWorld for your birthday. I am a cheapskate like you but for my birthday I always spend $50 on a game I really wanted. No budget, no matter how strict you are, will tank from that!
#207
Support / Re: Help needed to run older versions on Mac
September 01, 2018, 04:25:57 PM
Hey I had this issue and thankfully got some tips a few days ago that led me to work out what to do to get B18 and B19 running on the same machine in different folders. So you don't really need a launcher program (unless you want to search on the Internet how to make a launcher that starts a shell script). You can just open up the Terminal (Applications/Utilities/Terminal), navigate to the folder you need and start RimWorld with the custom savefile parameter at the end.

This is how I start my game now in Terminal when I'm in the game directory:
./RimWorldApp -savedatafolder=SaveData\

Please make sure you put the 'dot slash' at the beginning, that's how you need to run executable files on Unix based systems. What you actually type after the ./ will depend on the RimWorld version you're running, so for me on B19 it's:

./RimWorld2009Mac
#208
Support / Re: Looking for crash log - Mac OSX
September 01, 2018, 02:52:53 PM
Yeah, you're right. Didn't notice the edit date! Thanks, Canute.

BTW I still don't know where the crash log is but I solved my issues by working around them. I just went through each mod one by one and used the debug log to figure out how to fix the errors it was throwing at me in the code. Now I'm pretty chuffed because I have 54 mods that all work together flawlessly. I didn't think XML was so easy but here we are... I have lots of ideas for mods so I'm looking forward to being able to spend more time with this new hobby that I've come across.

Also I appreciate your help. I've seen you do a lot of work around here. Which mods did you work on?
#209
Support / Re: Looking for crash log - Mac OSX
September 01, 2018, 07:55:11 AM
I would say that post is woefully out of date (2013 - would make sense, right?). The only folder called "Logs" on my hard drive that's seen any recent action and is related to RimWorld is the one in Hugslib and that's got 3 .cs files in it only.

I also don't find any files on my hard drive called Player.log, or *.log for that matter either. Is it possible there was no crash log created when the game crashed?

Anyway thanks for trying, appreciate it.
#210
Support / Looking for crash log - Mac OSX
September 01, 2018, 01:54:10 AM
My game keeps crashing about 10 minutes in. It drops to desktop with no warning. I'm running a lot of mods and I'm using the latest DRM free B19 version.

In the readme.txt it says I should search for output_log.txt in the Data folder to find out what went wrong. I can't find a file like this in the Data folder or anywhere else on my hard drive.

Any ideas? Where else can I look to see what went wrong?