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Messages - Kolljak

#106
Running into some errors

My peeps just stand there cant do anything anymore and the redline error reads...

The given key was not present in the dictionary
did not find skill def social returning to shooting

No idea what went wrong just started happening.
#107
Bugs / Strange Red Squares.
August 26, 2015, 11:04:13 AM
So im playing rimworld newest build... just playing and suddenly all the Terrain Artwork that is within my screen disapears. so i see a weird blurry red mass and grass and walls... only the terrain disapears and only within my zoomed in area if i zoom out after it stutters no other terrain is gone. no error was compliled in the Logs. if anyone has any idea of what might be going on let me know.
#108
figured it out ithink just now... it was Combat Realism with its own individual files for it. the Project armoury was reading the bolters from that mods stuff even after being disabled.
#109
i am... having the weirdest of bugs... i have litteraly removed Warhammer 40k weapons and yet... their still apearing with art ingame. idk whats going on.. even tried using the built in exchanger first nothing.

i dont want the exploding op bolters.
#110
Outdated / Re: [MOD] (Alpha 10) Glassworks IX
June 01, 2015, 10:12:50 AM
hmm no noticeable change.
#111
Outdated / Re: [MOD] (Alpha 10) Glassworks IX
May 31, 2015, 03:58:43 PM
added
<designationCategory>Joy</designationCategory>
between line 40 and 41
making this.
40     <Passability>PassThroughOnly</Passability>
41     <designationCategory>Joy</designationCategory>
42     <comps>


I let you know how it goes.
#112
Outdated / Re: [MOD] (Alpha 10) Glassworks IX
May 31, 2015, 03:49:31 PM
Found out why no one uses the tv... its not set to be a gathering spot. they wont go gather there.
#113
Ideas / Re: Special Map Seeds
May 29, 2015, 09:42:59 PM
i would like EARTH to spawn earth as a seed. would be unique and a fun + other easter eggs like ones. im gona try Tynan as my seed here in a bit.
#114
Ideas / Re: Workzones instead of Jobs
May 29, 2015, 09:41:54 PM
Quote from: b0rsuk on May 29, 2015, 11:50:34 AM
I smell even more concentration camp style colonies.

Still, this idea has a lot of potential. It would be REALLY convenient for some types of jobs, for example excellent growers with peg legs, etc. I imagine it would naturally encompass hunting zones people are asking for.

That also brings up another problem :D peg leg people getting lost trynig to walk across the map to mine or something i usualy just tell them to lie down until i get prostisis. so a defined work environment would be ideal for these slow or braindamaged people.
#115
Ideas / Re: Workzones instead of Jobs
May 29, 2015, 09:40:24 PM
The thing is currently their are to many jobs that require CRAFTING and i would like a more defined way to tell people WHERE and WHAT to craft rather then metal workers suddenly running across the town to make cloth then across agian to make another thing.
#116
Thinking of negative ways to inflict JOY on people muahahah
as in if they are unhappy they may chose negative ways to fullfil joy.

Pranks
Graffiti
Defacing
Picking on prisoners [harassing them]
hiding stuff. such and such.
#117
Ideas / Re: Workzones instead of Jobs
May 28, 2015, 09:26:46 PM
Well there is some jobs that cant be micromanaged by workzones as they have no work place to take part in or rapidly changing work zones such as firefighter patient and flip but with work zones you could make diffrent jobs of said type such as Guard whos job is to remain on watch for enemies or man static weapons or animal breeding jobs its just at the moment the job menu just cant handle any more jobs and i think a workzone "Zone" could add a pulldown tab while the JOBS tab in overview could be used to assign people to that workzone. for instance make a work zone around the fields and then go to overview and assign peeps to that zone. rather then check box's the check box's limit the amount of jobs you can have in a game for the maker of the game. and often i find my doctors making things OTHER then prostetics and medicine.
#118
Ideas / Workzones instead of Jobs
May 28, 2015, 03:44:12 PM
To explain this instead of having jobs have workzones and assign people to said work zones.
Example 1.
Doctors assigned to medical area's they would travel there during "work" time schedual. and do watever needs to be done in that area wether it be healing making meds or crafting prostetic limbs.
Example 2.
Construction workers Set to individual projects to no longer be hopping back and forth wasting materials on projects that dont need to be done immediatly.
Example 3.
Cooks and Growers being seperated.

Final Conclusion.

This idea would help reduce the clutter of the Workgiver menu as currently its kind of a mess. tho the work giver would still be needed for patient firefighter and flicker. but it would reduce the massive amount of jobs freeing up that menu for more sub things. such as guard or something.
#119
Ideas / Re: Praying
April 30, 2015, 03:42:47 PM
Just because one person doesnt like praying does not mean that the mechanic needs to be removed.. i think its Tynan's game and he is making it. so in that retrospect HE can put whatever he wants in it.

Side note this isnt a suggestion this is a complaint.... wrong post area.
#120
Ideas / Re: Prothesis recycling
April 30, 2015, 09:20:52 AM
i agree that you should be able to remove dead peoples prostetics. except bionic brain as it would be fried or dead.
[it would contain the persons memories and other skills and data]
i think they would come with a built in fry mechanism on death to keep from memory theft. ive seen ghost in the shell o.o