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Messages - rdz1122

#16
I read somewhere that deleting old "scenarios" would help; I deleted the two custom scenarios from A14, and I can now select New Colony.

I will update if I run into other issues with Wooden everything again.
#17
Bugs / Unable to start New Colony, only Learning Mode
August 30, 2016, 04:07:50 PM
Hi,

I posted this in General; I tried deleting everything (including Mod config file), re-downloaded the .Zip, unpacked and just hit Go, and still no New Colony start ability.

Has anyone found a way to "skip" the learning mode?  Both the Windows and Mac versions (non-Steam) are forcing me to go through the learning modes, and I can't select New Colony even after "completing" the learning mode.

Any ideas?

Also, on a strange note, both my Windows and Mac versions are forcing everything to be made of Wood?  5 in the Windows version and 25 wood in the Mac?  The Mac one even disallows the creation of Rocks/Mountains, and destructing existing walls turns them into wood!
#18
Hi Nolan,

Yes a very few mods; I haven't ever seen this type of behavior before, using the older versions of these mods.  I'll remove all mods and go one by one; not sure why they would impact my ability to start a colony and skip learning mode, but the wood everything would be nice to change.
#19
Has anyone found a way to "skip" the learning mode?  Both the Windows and Mac versions (non-Steam) are forcing me to go through the learning modes, and I can't select New Colony even after "completing" the learning mode.

Any ideas?

Also, on a strange note, both my Windows and Mac versions are forcing everything to be made of Wood?  5 in the Windows version and 25 wood in the Mac?  The Mac one even disallows the creation of Rocks/Mountains, and destructing existing walls turns them into wood!

What?
#20
Has anyone tried using this in A14?
#21
+1

:)
#22
Releases / Re: [A13] Rimsenal v0.520 : Feralized
April 15, 2016, 02:32:05 PM
hi Rooki1,

I love your mods, they are great.

I seem to have trouble when using the Storytellers; I pick each one (at Extreme usually), and typically no issue.  With this release, it seems as if the incidents are all blocked; I don't get any Infestations or Raids, and very few others.

Any ideas?
#23
I can't seem to place amulets or rings into a category for storage; the Amulets option is there, but when you "open" it to select it for that stack, nothing happens.

ideas?
#24
Bump for A13+
#25
General Discussion / Re: New update features
March 28, 2016, 11:38:43 AM
Quote from: Innese on March 24, 2016, 03:39:51 PM
A13 hype!
What I look forward to the most from the list:
1. - Deeper research tree with more low-tech options and more things to research
2. - New fueled buildings: stove and generator
3. - Many more animals, some of which will hunt people

Low tech/no tech game here I come!

I agree; it would be great if we could select the tech level of the game during map generation.  Playing with Neanderthal or Medieval tech would be awesome, especially if you could limit the Raiders to similar (at least most).
#26
General Discussion / Re: Alpha 13
March 08, 2016, 11:49:16 AM
Quote from: cultist on March 07, 2016, 11:55:27 AM
Quote from: Tynan on March 06, 2016, 08:12:14 PM
I've accepted the fact that I don't really know when a certain feature or release will be finished. That's the nature of inventing or designing new things. It's not like building a house, where you've done it before and you know how long it'll take. It's unknown territory, so of course there's no way to know how long the path will be. Lots of people fool themselves into thinking they can predict this, and a lot of them suffer for it (hence the absolutely ridiculous rate of missed release dates by game developers).

So since I don't really know when it'll be done, I don't give (or even target) release dates. I just don't know. I could make up a guess, but that's all it'd be - a made-up guess. And that's worse than nothing, because it makes people think there is certainty when there really isn't.

I also think it's mostly a poor use of time for a developer to spend a lot of time pumping or managing public expectations. At the end of the day it's basically irrelevant what happens right now; once the next build is released all this gets wiped away. What matters in the end is the quality of the game, and that's what I prefer to pour all my energy into - not the endless, noisy, but ultimately unimportant expectations-managing publicity game. Because I'm sure you guys want a good game more than you want some blog posts telling you made-up guesses about what's going to happen.

I think you're handling this exactly the right way. So many early access games have broken their necks on souring the community with unfulfilled promises.
+1
#27
General Discussion / Re: Alpha 13
March 06, 2016, 10:34:49 AM
The young person that started this thread is merely stating his opinion, which I share, and do not hate him/her for.

Having put money into a pre-release product, ostensibly to support it's ongoing development, we, as consumers and investors, should be allowed to expect a timely and periodic update.  That doesn't have to mean new Alpha/Beta releases every month (though we became spoiled here for a while with Rimworld), but having consistent messaging, maybe some screenshots, to keep the appetite whetted is appropriate. 

I feel, like this person, that we are being let-down; prior "warning" notwithstanding.  Consistent updates, feedback, some media perhaps would go a long way to keeping me, and many others, engaged.  At this juncture I lost a large part of my interest in this project; were it not for the many hard-working Mod builders, this game would have long ago gone by the way-side, maybe forever.

All that said, I look forward to a new version just like everyone else; I just won't crucify someone that has an opinion other than mine or yours.
#28
Outdated / Re: [A12]Citymap v1.1
February 13, 2016, 03:07:27 PM
You mentioned getting rid of the Fog of War; any way for us to edit the files and do it ourselves?  I have combined this mod with the Zombie Apocalypse, and the only real hindrance is Fog of War in areas that I claimed and try to protect.
#29
I love this mod!

I am having a small problem during incidents; if a "medicine" drop occurs, I get spammed with "A medicine container crash" messages (several hundred), and not sure why.  Any thoughts?

[attachment deleted due to age]
#30
Quote from: Haplo on September 10, 2015, 10:22:40 AM
Quote from: rdz1122 on September 09, 2015, 04:34:02 PM
Used this mod in various releases for quite some time.  I have a couple of challenges using it with A12d:
- I can buy Robots from Robot Trader (Hauling bot and Cleaning bot), I can "install" them to a location, but I can't start them (B or Play button); not sure if there is an additional requirement that wasn't present previously, but any help I would appreciate.
- I can build MAI, and she runs for a bit, but ultimately self destructs, every time.  I build the Assembly, bed and add-on for her recharge station/bed, but she doesn't use it (even when I "assign" it to her), and she destructs.

Any help would be greatly appreciated; this is one of the more creative and useful mods.

For your first problem: Do you use the latest build? I had a build where there was a start problem, I think, but the latest one shouldn't have these problems anymore.
The second problem: MAI needs a recharge station. For how it looks, take a look on the first page. The recharge station is in the first picture on the left side (plus the nanite assembler that Ectoplasm mentioned, but that is only needed if you want MAI to repair lost/destroyed limbs)
I try to remember to check to see what your latest releases are, and if I use one, create a new world just in case.  The one I have been using is MAI 1.12.1B; I'll try the latest one and see what happens. 

I do have a recharge station for sure; I have to watch it to make sure a colonist doesn't claim it as a bed though.