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Messages - UltimateTobi

#46
Hey @Tynan and community!
I am glad 1.1 and Royalty got released today! Very looking forward to playing.

I have a question regarding compatibility for previous saves made in 1.0, will I get to experience all new features that came with 1.1 and Royalty (please say yes)?

Thanks!
#47
This also happens in 1.0 (vanilla).
#48
Quote from: Gogneau on February 23, 2020, 07:43:29 AM
Quote from: Teleblaster18 on February 23, 2020, 03:43:43 AM
Quote from: Gogneau on February 21, 2020, 04:34:41 PM
Wow a new update, that's cool,
But I got a question about compatability 1.0 to 1.1
I've got a colony which I don't want to restart everything but, do the new faction system with 6 factions instead of 5 will work if I use a 1.0 game in the 1.1?

From what I've experienced, your factions stay the same as they were in 1.0;  the new, permanently hostile Tribal faction isn't integrated.

Really ?? can Tynan fix that ? i don't want to restart a new colony because of that. I got so many memories and stuff :/
In theory it should though. Everytime you load a save and click on World, the world gets generated (including what's saved).
#49
Judging by the specs a MacBook Pro should have no sweat playing RimWorld (not GPU intensive, quite CPU intensive).
#50
General Discussion / Re: Performance @ 1.1
February 21, 2020, 06:00:41 AM
Quote from: KappaHDKappa on February 20, 2020, 10:05:41 PM
I wouldn't update it tbh, hes cheezed animals in a unlisted change so they won't listen when you are in a raid which is annoying similar to the BS they tried awhile ago. also if you get a disease in early game on naked brutality, or rich explorer when you get a disease you cannot get any recreation.
Eh, how are the animals "cheezed"?
Also, regarding your "sick pawn not getting recreation"; switch Bedrest from prio 1 to 3.
#51
Bugs / Re: [1.1] Electric Smelter Bugs
February 19, 2020, 09:03:23 AM
You can't smelt apparal, only burn it at the Crematorium.
#52
Quote from: Tynan on February 17, 2020, 08:36:27 PM
Thank you for the support everyone :)

Quote from: UltimateTobi on February 17, 2020, 03:43:11 PM
- Sandbags are changed to use textiles. What about existing sandbags? Do we get steel back when we dismantle them?
- Structures on bridges; what if we already have heavier-than-wood structures on bridges? Will they collapse upon load of the save game?
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.
- "Added a planet population slider to the planet generation parameters." What about already generated planets? Do we get to retroactively adjust our planet and map(s)?
- How do barricades work? Do they provide cover like sandbags or are they to be used to hinder enemies? (NVM; "which are like sandbags", so I assume they work like sandbags, duh.)
- Do bullets now hit their target instead of going somewhere in the ground and hitting their target regardless (because the game calculated a hit, but the visual bullet did miss)? (Since you mentioned many other additions, fixed, improvements and optimizations.)

Man this is a very intriguing update. I'll buy your soundtrack to further support.

Edit: Bought.
-Not sure what you mean
What I mean is that sometimes/oftentimes(?) a fired bullet visually misses the target, but the game calculates a hit. It's not a big deal but it sometimes feels wonky. Thinking your guy or their guy makes it out dodging bullets, but getting hit regardless.

Thank you for your reply!
#53
Quote from: DubskiDude on February 17, 2020, 05:27:15 PM
Quote from: UltimateTobi on February 17, 2020, 03:43:11 PM
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.

He just added a perma-bad tribe faction, so even if you make friends with everyone else, it's not only space pirates that raid you.
Ohhh, so you got Gentle, Rough and "Pirate" tribes, like Gentle, Rough and Pirate Outlander Unions, gotcha.
Thanks!
#54
Hello @Tynan and community!

Thank you very much for this update; this in incredible.

I have a couple questions regarding some change notes. I've posted them on Steam, however I'll copy/paste them here in the hopes you read and perhaps answer them. :)

- Sandbags are changed to use textiles. What about existing sandbags? Do we get steel back when we dismantle them?
- Structures on bridges; what if we already have heavier-than-wood structures on bridges? Will they collapse upon load of the save game?
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.
- "Added a planet population slider to the planet generation parameters." What about already generated planets? Do we get to retroactively adjust our planet and map(s)?
- How do barricades work? Do they provide cover like sandbags or are they to be used to hinder enemies? (NVM; "which are like sandbags", so I assume they work like sandbags, duh.)
- Do bullets now hit their target instead of going somewhere in the ground and hitting their target regardless (because the game calculated a hit, but the visual bullet did miss)? (Since you mentioned many other additions, fixed, improvements and optimizations.)

Man this is a very intriguing update. I'll buy your soundtrack to further support.

Edit: Bought.
#55
Thank you both! :)
#56
Hello all!

I did a couple Google searches regarding this but I couldn't find a definitive answer.

My question is, during Work, my Pawns work. During Anything, they do anything (work, eat, sleep, recreate).
Now, during Recreation, what do they do? Do they also eat during Recreation, or is that only an activity that is done during Anything hours?
Or simpler put: Work is strictly work, and Recreation is anything else (including eating, sleeping, having fun)?
#57
General Discussion / Re: Seed
December 20, 2018, 01:26:04 PM
Quote from: Canute on December 20, 2018, 08:29:50 AM
The game can't create a world with no/blank seed.
It can either lock out the Generate button so you need to enter a seed, or choose an random seed.
Thank you very much!
#58
General Discussion / Re: Seed
December 20, 2018, 07:43:04 AM
Quote from: Bozobub on December 16, 2018, 06:44:04 PM
It starts filled in with a randomly chosen word.
Hi. Thanks for the reply.
I know, but would the game still pick a random seed if you were to remove the word, leaving the field blank?
#59
General Discussion / Seed
December 16, 2018, 04:22:27 PM
Hello all!
Quick question: what happens if I leave the Seed field blank (don't type anything in it nor click on Random Seed)?
#60
General Discussion / Re: Quadrum Names
November 28, 2018, 04:14:39 PM
Quote from: Canute on November 28, 2018, 04:11:31 PM
Why do you even use terra month?
Rimworld is a different planet, i even played it now very long and i am unsure if that planet even got a moon.
Since our month count is based on the moon cycle why they should keep that system at the new planet.
And Rimworld even travel faster around the sun, the year don't take 365 days.
You'd have to ask the developers why they used Earth Months for their game.
I just wanted to discuss Quadrum names; why and how they are made up.