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Messages - Shad

#1
Quote from: Starfly on May 11, 2018, 10:14:32 AM
Hello everyone. I really love the mod, but what really overkills me is the huge amount of apparel and weapons. Can anyone suggest me a good everyday apparel setup made of hyperweave? The basic stuff (button down-shirt etc) can't be made from it. Furthermore, any advice which weapons I could use (I'm at the advance weaponcraft table now, not into futuristic yet) which give a good hit but aren't hindering that much in my everyday colony duties? Or how do you handle raids? Do your soldiers run armless and are only equipped when a raid occurs?
I wouldn't make any everyday stuff out of hyperweave. It's for high end combat gear. The only "civilian" stuff I can think of is Techno Boots. Otherwise, just have your civilian wear regular clothes. What your are looking for is item bonuses for work speed/movement/job bonuses, and these are completely independent of the material you use. Weapons, same thing. Civilians use civilian tools (hammer for builders, pick for miners...). If you must, give them a pistol or a knife for self defence (these have the smallest penalties).

You want to use the "Assign" tab to create templates for what your colonists wear and equip. This way you can tell your colonists to swap from civilian to soldier attire in a single click. As you colony grows larger, you start getting dedicated soldiers, who don't do anything else besides cleaning/hauling.
#2
Awesome! Just need to finish my current game to update to that.
#3
This is brilliant.
#4
Quote from: Lonfield on December 16, 2017, 11:47:35 AM
Is the modpack being updated?

I'm waitting patiently for it but would like to know if it's in progress or I should go for something different, or a total rollback to A16. Last build i can use of this mod
Yes. You can check the Discord channel. The A17 version on Github is "done", and a B18 version is expetected "soon".
#5
Quote from: Saberwulfy on December 16, 2017, 04:55:47 AM
Where's plasteel? My eletric furnace do not have the recipe and when i mine it from mountain i get nickel
As far as I know, there is no plasteel in this mod.
You need an electic arc furnace (a different large thing, not the electric furnace), and then you can smelt various advnced alloys. Stein is probably the most obvious to use, being quite straightforward and simply being upgraded from steel. The next tier would be stuff like ferrotitanium.
#6
After all the other suggestions failed to change anything, I eventually found a fix. The issue (in my case) appears to have been Windows 10 enforced scaling which changed with update 1709. This was further complicated by having a laptop with an integrated+dedicated graphics card, which means the hierarchy of what causes the error was confusing. The issue was not solved by any of the previous solutions, by compatibility or start options.

The problem was solved by disabling scaling in graphic card options. But, due to the so called "Optimus" system for most integrated+dedicated card laptops, the scaling had to be disabled the options for the Intel Graphics (even though the game runs on the nVidia card). Changing scaling options anywhere else had no effect whatsoever. Very counter-intuitive.

TLDR Solution:


  • Right-click the desktop
  • Select "Graphics Propreties". This should bring up the Intel Graphics Control Panel.
  • Select Display>General Settings>Scaling
  • Switch tickbox from "maintain scaling" to "maintain aspect ratio". Click Apply
#7
Same issue. Windows update 1709 installed and now the game refuses to start with
"Screen: could not switch resolution (1920x1080 fs=1 hz=0)"

On checking more installed games, Pillars of Eternity and War for the Overworld have the same error. Could it be a Unity thing?
#8
Ok, so I have the latest version for A17b and had he following problem:
In winter marshes, rivers, lakes, oceans and so on freeze. But when the ice melts, it all turns to shallow water.
#9
Quote from: Arkaile on July 25, 2017, 11:04:24 AM
First, I've found that the projectiles shot by the Javelin and TOW missile launchers  fall short of their targets constantly, seeming to only have about 30 range instead of what the item descriptions state. Maybe they're hitting trees or rock chunks before reaching their targets, but it seems unlikely that ten out of ten rockets would do this. Maybe it has something to do with Combat Extended?
I think that's WAD. Cover will block projectiles. I had a 14 Shooting guy go through 100 bullets on his sniper rifle (a "superior" quality with >100% optics) trying to hit a centipede and got 2 hits. The bullets kept stopping short.

The only thing which ignores cover is artillery (catapults, mortars).
#10
Quote from: velve on July 23, 2017, 12:47:38 PM
I found this happens when you still have the primitive bench built. Deconstructing it should get the locked symbol to disappear. Although even though its locked you can still research the tech if you have the 2nd tier bench up. Your colonists will still research.
Conversely, if you built the hi-tech bench and deconstructed the old one, any low-level techs you have not researched will have the lock on them.


EDIT. On a separate note one of my colonists developped "caffeine addiction" from drinking a single cup of tea. Bug or WAD? IRL there is debate if caffeine causes addiction at all, let alone the relatively low concentrations in tea.
#11
Mines are essential to survive past the early game. As mentioned before, razor rain, or infestation repairs cost a lot of resources and you can get those really early.

Also, late-game things cost a lot of resources (the sheer amount of sand you need for a microprocessor chip). You literally would run out of rocks, even if you start on a mountain. In my recent non-mountain games, the resource shortage can bite quite early on. If you don't have mines, you are literally done for.

Speaking of mines: pit mines seem to produce "rubble" as a from failed mining attempts. But unlike the resource named "rubble", the pit mine produces just a form of "dirt" named "rubble" which just makes colonist unhappy, and feels like a lot of wasted workhours from the colonist. It would be nice if the mine produced the resource "rubble" from fails instead.

Regarding future development: have you looked at integrating the "Increased Forest Density" mod into the pack? It really does make forests feel like forests teeming with dangerous animals.
#12
Quote from: sidfu on April 12, 2017, 02:55:49 PM
the darkness lasts a few hours all u need to do is stay in a lit area. when event starts u get a timer so if u build a bunch of campfires and keep your guys in that area u pass it easy as the creatures cant go into the light.
Oh, so that's what it was.

The way it went for me was:
1. The base is well lit, I will be fine
2. Oh, it's getting dark... Really dark. I should should be fine, though...
3. Electrical sound, lights start to flicker.
4. Oh, the batteries were discharged earlier due to not having enough wind and now not enough power for the base in on intermittent power. Now, to the master switch... oh it's in the darkness too.
5. Colonists huddle in the living room with a glowstone lamp having lost one of them in the run to the room.
6. "Major risk of a break down". What's wrong? Urgently hungry? Well, the serving table is right here in this sealed off room, you should be fine... oh, you just oneshotted.
7. Now you fiance and a friend a having a break... and dead.
8. FUN!
#13
Danm you cassandra: throwing "Lord of Darkeness" only 1.5 years in. By whole colony was dead in seconds. How are you even supposed to fight this?
#14
Here is the screenshots. In the first one you can see the range, in the second, the bush placed in the corner within the zone not getting enough light.

[attachment deleted by admin due to age]
#15
Yes, for this modpack, it's very advised for a beginner to start in a warm temperate forest area with very short winters, so you can at least survive on berries and stuff in the worst situation.

Separately, a minor bug I found: the advanced sun lamp lighting outline is a bit misleading. 4 of the corner squares which are covered by the outline are only "50% lit" not "brightly lit".