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Messages - isistoy

#16
General Discussion / Re: Error 2
July 15, 2016, 01:18:19 PM
Oh my! Oh joy, oh greatness of information technologies :P
#17
Releases / Re: [A13] Toxic Fallout Protection Suit
July 15, 2016, 11:31:03 AM
Nope.
Quoting yourself: "its true use will come up in alpha 14 with permanent toxic fallout map condition!"

To quickly test it out, it would mean using A13 + debug trigger the event.
Steam A14 is in the releasing, just now (1h 1/2 in EU)...
#18
So a generic hooking method should at max deal with 14.
k...

You nerds!! :D
#19
Releases / Re: [A13] Toxic Fallout Protection Suit
July 15, 2016, 10:19:52 AM
Ahaaa :D
You have enriching capabilities, then
#20
Releases / Re: [A13] Toxic Fallout Protection Suit
July 15, 2016, 08:35:08 AM
Hey, That's a great release you got here.

Quill18 (twitch and youtube streamer) is doing an A14 preview and his 1st scenario was with a permanent toxic fallout condition.
He was trying to color the story of his preview with some Fallout Vault ideas.
After failing to survive, he said someone would probably be well creating some protections against toxic fallout.
This is one of them, already :)
#21
Quoteamp up the difficulty....you can always change the difficulty level

I don't find that there is nothing to do late game because I get raids so huge I struggle to survive it each time....they damage my colony so heavy that I need to rebuild everything to be able to defend myself against next raid....giving me a lot to do in game

the only problem late game I have is the lagg....lagg is the reason I end up deleting my colony and starting a new one

Sry for the obvious statement, but there is a difference between lag, as a technical issue, and late game, through design choices...
Lag will be (partially) processed in any case, as a result of technical refinements that will surely come to the game's structure itself.
Late game ideas are a different thing and there we would have debate over ideas.
Apparently, Ty has got sthg in his mind able to address immersion when in late game already, which rejoice me to say the least.
#22
General Discussion / Re: Outdated versions
July 11, 2016, 10:48:59 AM
Woww guys!
And these versions of Rimworld were only running with Win 3.11, right?
:D
#23
Mission-oriented story telling events is something that comes to mind, for me.

That is, having some mission-type scenarios triggered by story and RNG, that would propose you to (for instance):

- Attack another faction's base, or ambush them in their surroundings, with a set of colonists and items of your choice, and come back with loot, or establish the complete colony there (if you take the base).
- Establish another camp/base to scout for hostile faction's raids or plan an attack on them...
- Protect a friendly faction's base or trade camp from raiders
- Move to another colony, after a "permanent" cataclysmic event is cast upon you (volcanic winter or toxic fallout or anything else).

Of course, this is unrealistic as of right now but that idea would enrich other stages of the game as well, imo.
#24
Hello,

I can confirm I also had troubles with pawns of diff. factions trying to get access to colonists stockpiles or bodies, through the reservation system. First/last time I checked, it was back in A11.
Not sure I would call that a bug though... Maybe a design choice to have faction-exclusive reservations? idk.
In any case, it was a problem I did not investigate further and decided to make my pawns part of colonist faction for that very reason.
Now, idk if prisoners are of a different faction in the game, but I'd be interested to know more about A13 prison breaks: I would bet prisoners do reserve before stealing guns from your stocks...
#25
Outdated / Re: [A12D] Community Core Library v0.12.6
March 07, 2016, 07:22:57 PM
Public distribute pkg mandatory soon, like .net runtime :D
#26
Ahaaa! Sry Limdood, but...
You want things but you don't want things! Or are you willin' some stuff? No one f...g knows...
The guys (porcupine) is discussing how to refine some programming scheme of things and you come by to say... Hello?
By that, I mean: does anyone has the right (in your head) to discuss these matters, you being afraid of your next rw games experiences?
Are we really that far that you would think it's about to kill you and your whole family?
Please, measure your thoughts...

#27
Help / Re: Alpha 13 modders stuff
March 06, 2016, 07:12:33 AM
Oh! Wait! I think I like the changer with <li Class="CompPropertyClass"!
Is it possible to know a bit more about exactly why this has changed? Would access to defs comp properties be different in the game? ::)
#28
Support / Re: Mini-Frrezes every few seconds
March 05, 2016, 01:41:08 PM
The allowed area is allocated to all of your pawns?
If so, there might be a pb to investigate. There is no apparent reason they would get a joy job by giver in a zone outside of the allowed area...
Strange... Never had such pb in a12 either and I had some events (manhunter or poison) where I did manage areas like you did. In vanilla though and possibly with other joy activities inside...
#29
Support / Re: Mini-Frrezes every few seconds
March 01, 2016, 02:54:50 PM
Difficult to say, with just an extract of the file. Only thing I can say is that there is one exception noted up there and it comes from joy activities.
As said, better you report back to HCSK mod topic directly and cross check if people had recent experiences with same problems.
#30
Support / Re: Mini-Frrezes every few seconds
February 29, 2016, 04:35:47 AM
I've seen a complaint about that world screen elsewhere, recently.
Might be worth investigating a bit more and eventually check back for it into mantis.

Do you have any mods activated?
If no, can you post your save+world files, in a zip/rar/7zip file?

EDIT: sry, I did not read you are using HCSK. You should probably report in the mod's thread, with the help of you output_log.txt file