Any chance with previous suggestions?
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#137
Support / Re: Black screen? Or, game won't run?
August 18, 2015, 12:54:44 AMQuote from: csducks on August 18, 2015, 12:12:24 AM
I have hidden files showed and Ive looked throughout my computer and I am unable to find the ludeon appdata file
If you are using Windows 7/8/10, you can find Rimworld local folder with this (replace <username> with your Windows login name):
C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld
#138
Support / Re: Game wont run
August 17, 2015, 09:51:18 PM
Maybe you could move Rimworld game's folder into your <C:\Program Files (x86)> folder and try again?
It is currently on your desktop and it could be a source of problems.
Best
It is currently on your desktop and it could be a source of problems.
Best
#139
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
August 15, 2015, 10:15:53 AMQuote from: skyarkhangel on August 15, 2015, 08:58:27 AM
Using MD2 source created new type [thingclass] of building, which comsume from hopper one resource and create another. New word in Rimworld production industry. Thanks for support to isistoy.
This is a gas centrifuge, new feature in next 1.12 creates highly enriched uranium for nuclear power station, also producing combat depleted uranium for ammo. the texture will changed, too. it's prototype.Quote from: Canute on August 14, 2015, 12:38:20 PM
Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.
first and wanted to do with autoupdate, but there are problem with rimworld, it not create any reg keys, to automatically search where rimworld installed and there are many copies with rimworld with various versions.
It's looking great! Thanks for credits, but you did all the work
#140
Ideas / Re: Things that HAVE TO BE ADDED, or this game ain't complete...
August 12, 2015, 10:30:30 PM
A software like Rimworld is never really complete until its creator says it is... And even then, people would possibly mod, fork or renew it for newer platforms, in maybe 10 Lolllylolll years from now (wait... no! LoL is dead! Brought to you by Facebook).
#141
General Discussion / Re: Marsh soil
August 10, 2015, 06:37:54 PMQuote from: b0rsuk on August 10, 2015, 03:05:45 PMThat's an interesting way to compensate for its current walking speed penalty
I suggested that Marshy Soil should give rice a growth bonus, but Tynan didn't care.
#142
General Discussion / Re: Marsh soil
August 10, 2015, 06:35:56 PMQuote from: StorymasterQ on August 09, 2015, 09:07:45 PM
I read this topic title as Mars Soil and wonder if Curiosity had found something I haven't heard about...
! That could the begining of a new event: send Curiosity into space exploration, in hope to find the Lost Fertilizer Pump (LFP) technology
#143
Help / Re: Custom pawn - reservation problems
August 08, 2015, 02:34:54 PM
After giving another look, I was not precise enough again, sorry for that. In my scenario, it should have worked because the foreign faction was having a good relationship with colonists...
I prefer to try again, in a specific test scenario and really point you out on sthg that's worth a debug, if anything
I prefer to try again, in a specific test scenario and really point you out on sthg that's worth a debug, if anything
#144
Help / Re: Custom pawn - reservation problems
August 08, 2015, 01:49:53 PM
ok, thank you for your consideration on this!
#145
Help / Re: Custom pawn - reservation problems
August 08, 2015, 12:40:45 PM
Agreed.
Better one (hopefully) would be:
Specific pawns were created with a custom pawn class and in a custom faction, not in colonists.
For a moment, I tried to have them "haul to storage" colonist things and got hauling job exceptions.
These exceptions were pointing me in the direction of a reservation problem and possibly on the storage cell reservation, not on things to be hauled, but I could be mistaken...
I only was able to avoid these errors, when switching my custom pawns to the colonist faction. At that time, I had a deep look at reservations and saw faction segmentation in there.
A supposition, structured like a question: would there be an impossibility to non-colonist faction's pawns, to try and reserve colony stockpile cells?
As a complementary question: are guests benefiting from a special reservation consideration that would make them interact smoothly with colonists reservations in general (maybe ok with things already) and with colony stockpiles, in particular?
Better one (hopefully) would be:
Specific pawns were created with a custom pawn class and in a custom faction, not in colonists.
For a moment, I tried to have them "haul to storage" colonist things and got hauling job exceptions.
These exceptions were pointing me in the direction of a reservation problem and possibly on the storage cell reservation, not on things to be hauled, but I could be mistaken...
I only was able to avoid these errors, when switching my custom pawns to the colonist faction. At that time, I had a deep look at reservations and saw faction segmentation in there.
A supposition, structured like a question: would there be an impossibility to non-colonist faction's pawns, to try and reserve colony stockpile cells?
As a complementary question: are guests benefiting from a special reservation consideration that would make them interact smoothly with colonists reservations in general (maybe ok with things already) and with colony stockpiles, in particular?
#146
Support / Graphical artifacts when anti-aliasing is off
August 08, 2015, 11:38:17 AM
Hello,
I had some graphic artifacts (like sthg scanning regions or sthg else), repeatedly.
I went to options and I just saw anti-aliasing option was completely disabled.
After switching it on, no more artifacts.
Anyone else experiencing these?
I had some graphic artifacts (like sthg scanning regions or sthg else), repeatedly.
I went to options and I just saw anti-aliasing option was completely disabled.
After switching it on, no more artifacts.
Anyone else experiencing these?
#148
General Discussion / Marsh soil
August 08, 2015, 09:53:05 AM
Hello,
just a quick question, that might probably been asked before, but I couldn't find any topic with search: is there anyway to get rid of marsh soil, but to build a floor on it?
I think fertilizer pump was used for it in the past (RIP)...
just a quick question, that might probably been asked before, but I couldn't find any topic with search: is there anyway to get rid of marsh soil, but to build a floor on it?
I think fertilizer pump was used for it in the past (RIP)...
#149
Outdated / Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
August 08, 2015, 08:53:52 AM
Ok, the original source code is still containing these bugs, then...
Thanks for clarifying.
Thanks for clarifying.
#150
Outdated / Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
August 07, 2015, 11:21:35 AM
Thanks Dante! That's what some would call establishing a baseline in IT development and it is f...g important!
I was afraid the github source to have bugs you spotted.
Meanwhile, are you planning on changing a few things or inspiring from it for some kind of a new network?
I was afraid the github source to have bugs you spotted.
Meanwhile, are you planning on changing a few things or inspiring from it for some kind of a new network?
