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 1 
 on: Today at 03:17:42 PM 
Started by Anan - Last post by Anan
This is the first time I've made a starship. Previously, I journeyed to the crashed one and used it. This time, the crashed one is on the polar ice-cap, so I decided to roll my own.

A couple of years ago, I was offered the location of an AI Persona Core for 1500 Silver. I didn't have that much on hand, so I lost my chance. I understand the opportunity comes around every two to four years (does this depend on difficulty settings?). That seems like a long time to wait with my starship finished except for that component. Is there no way to speed things up?

 2 
 on: Today at 03:17:27 PM 
Started by epochandfriends - Last post by s4ltshaker
Weird, the same issue appeared very recently after adding DubsPaint (but I don't think they're correlated). My colony modlist is ~98% unchanged after 6 years, so I suspect a mod update may have changed their behavior.
Current list is in the file.

 3 
 on: Today at 02:32:04 PM 
Started by BigHugeNerd - Last post by BigHugeNerd
Life is good on the Rim and today we'll be seeing someone we apparently know from before? I mean, the quest is called reunion, so we should know eachother already?
We'll get real acquainted real soon.

Episode 4: Woodland Empire - Reunion

If you have any feedback, I would love to hear it. Please enjoy! :)

 4 
 on: Today at 01:55:13 PM 
Started by Jurgio - Last post by Jurgio
Hi guys, I've just started creating a pixel-art styled texture pack but unfortunately the game blurs all my art when in game. Is there somehow a way to disable the pixel interpolation and use nearest/point rendering instead? I am quite new to modding and I don't know if there is a simple way to do this so any suggestions will be greatly appreciated. Thanks!

 5 
 on: Today at 12:22:17 PM 
Started by Kaiser09 - Last post by Kaiser09
Well, I randomly found this warning from the autor of a Vanilla Expanded that says:"If you're receiving Invalid package.id when using Mod Manager, please note that this is a random issue and a massive lie at the same time - this issue doesn't appear when NOT using the mod manager at all. The mod works fine." So I guess everything is fine.

 6 
 on: Today at 12:00:04 PM 
Started by Kaiser09 - Last post by Kaiser09
Hi,
at first read the topic "How to report a bug".

I am curious why Base isn't labeled Core, so maybe try at first to set the game back to engl. just to check if that helps.
1.2.3.3 is the latest CE version. And at last at github there is the right packageID for Harmony which is the only required mod for CE.
Since the that version is from Nov.1  many other would report an issue and a hotfix would made pretty fast, so i think the problem is at your end.

Try to delete Harmony and CE folder from Mods and reinstall them(or unsubscribe and resubscribe) to be sure you don't have any unwanted old file's left at these mods.

First of all, thanks.

I tried to delete my entire mod list, even mod manager and set up the language to english, I loaded harmony and CE only, there was no error. Then I loaded the mod manager, "base" returned to "core" but the error is still there.
I mean, I can't see it when I use the defaut mod display, while I can see it when I use mod manager.

 7 
 on: Today at 08:11:12 AM 
Started by Prologue - Last post by Prologue
To some extend, yes I can forbid my wardens to not go into the quarry, though this is not incredibly helpful since A: prisoners need more freedom of movement than just the quarry, they need to be able to move from their sleeping spot to it, B: they are doing more work than just mining at the quarry, they also need to do stone cutting and C: my pawns also help out with hauling items from the quarry and surrounding stockpiles. So this suggestion is not any better then my current fix, which allows me to let them work uninterrupted at night.

 8 
 on: Today at 07:34:51 AM 
Started by Anan - Last post by Anan
You may wish to rethink the business about not being able to build a starship under a roof. In fact, one can build a starship under a roof and launch it through the roof with no problem except that one can't lay down the blueprint for a starship part under a roof. So one can build a handy enclosure that doubles for starship construction and dry storage, as long as you remember to unroof it temporarily while placing starship blueprints. Supporting pillars are an additional complication but make sense withal.  Being unable to build a starship under a tin roof or launch it through a tin roof doesn't make sense anyhow, so I recommend you scrap that requirement (except for the case of a rock roof). RimWorld is hard and fussy enough without arbitrary rules!

 9 
 on: Today at 06:29:08 AM 
Started by Anan - Last post by Canute
Little thing, big impact.
Have fun ! :-)

 10 
 on: Today at 06:09:14 AM 
Started by Anan - Last post by Anan
A concrete floor was no help, but then I had a "D'oh!" moment: I had marked the roof for removal but not actually given a crew time to do the work, so it showed as clear but was actually intact. When that work was actually completed, my problem went away!


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