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Messages - CreepyD

#1
I'm also seeing many vanilla textures having just downloaded the A17 version.
It's a clean install of SK, I simply deleted my mods folder and put the up to date one in it's place.
Also replaced the mod xml file.
Stone chunks are the new texture, but stone and log walls for example look awful (vanilla).
#2
What raises the Growing skill?
I'm over a year in and my main plant dude started on 11 and is still on 11 despite having a high passion and maintaining a massive coconut farm and keeping it clear of weeds in the jungle - that's a few hours of work every day.
When I watch, his skill isn't raising when harvesting or cutting.

Added:
I see I have narrowed down the problem.
When harvesting or cutting in a growing area automatically because those plants are 'in the way', growing skill doesn't go up at all.
Other automatic harvesting when I've labelled something to go, skill works fine.
#3
1 quick question I thought of - shouldn't beauty reduction of things like leathers logically 'go away' when it's stored in a chest? Rather than simply adding it all up?
Or is that a limitation of the game?
#4
It seems I can no longer form any caravan.
As soon as they leave the map, the UI vanishes and I can't do anything or click anything.
This sound familiar at all?

It may well be that some of the handful of Steam mods I added got updated to a17 and turned red, so I removed them.
e.g. Quality Builder was the last one.  Maybe I'll try re-adding it regardless, I really missed that mad anyway.

Added:
Aah good, nothing to do with mods..
More to do with a cargo Muffalo - when you load one up in a caravan, the UI vanishes when they leave the map.
Works fine without the Muffalo.
#5
Just noticed something odd - is the Glassworks table suppose to constantly generate heat even when not in use or do I have a bug somewhere?
That room alone sits at about 45deg.
If I manually switch it off, heat drops to normal.
Switch it on, back up to 45.  It also has the orange glow around it like someone's working at it.

Added:
Yep I think it's a bug (unless it was deliberate for some reason?)
It's the same code that makes things that are fueled generate heat when they are running..
Except this isn't fueled and is always running so makes the room it's in sit at 45deg permanently.
Same applies to the Candy Table.

I removed those bits of code from this file to fix it locally: Core_SK\Defs\ThingDefs_Buildings\buildings.xml
#6
Try the SK mod pack would be my suggestion.
It will throw difficulty at you in many different ways, not just by throwing more and more enemies at you.
#7
I thought people might like to hear this story I just had..
So an Arms supplier in town, milling around just outside. I traded with them, sold a bunch of leather and bought some gloves.
+1000 silver up and some decent armour, I was happy.

Suddenly, boom! There's an explosion right into the middle of them (almost hit my guy) -  a boomalope!
I had forgotten there was an event going on where all animals on the map were being killed haha.
All their pack animals shortly follow suit, dropping a crap tonne of goods.
This included a 7k pobedite Tsurugi doing 51 dmg per 1.53s.
4 weapon crates valued at around 10k.
Various armour and other goodies.
And when the 3 guys that lived finally left there was no penalty from them for people dying! :D

(Bare in mind I'm fairly early in this game, I've only researched 3 things and had 1 bow!)
#8
When you go to the 'Details' of a bill, there's the usual slider and buttons on the left for things like +10 +25 +250 etc..
Below that at the bottom is a second slider, that's the minimum stock amount..

Example you set the max number you want to store at 100 and the minimum at 50.
They will at first create 100, but then the bill will pause until it drops to 50 left.
Only then will they proceed to make some again.

What Gaiska suggests is to put the minimum at 100 also in my example, so as soon as some is used, it's replaced.
Sometimes you might not want this to happen so they use other benches instead.
#9
Primitive machining table is a priority as without it you cannot make the blocks to build it.
Grill and slaughter bench thingy for making jerky so you don't starve.
Then I typically slaughter a lot of something to make some proper beds (muffalo if possible).
Low level forge next so you can make the tin to make the research bench (unless you can't see any tin to mine).
Then it opens up after that really.
#10
My tip for early survival is to quickly gear yourself up to harvest meat and make jerky, it lasts quite a while without refrigeration.
Bows and arrows are also essential as you will quickly run out of gun ammo doing the above.
Biomes without many animals are really tough, you could really use some cannibals in those lands.
Fishing may be your best bet for food most of the time early on, although you need to research a little to access it and it will likely need a worker full time as it's slow at low level - make sure to settle near some water to make use of this.

I also don't bother with light early on, although there's now a massive work speed penalty to benches (they drop to 50%) if a room isn't a nice temperature so torches and fires may be necessary from now on.

My first couple of lights have typically been rushed out when I'm hit by the darkness event lol
#11
I've given CR some more thought and all I do know is that it makes the game easier, and that's against what this mod is about really.

My ideas / suggestions for altering it a bit (is that possible / allowed?):
- Reduce pain levels so people don't go to ground so easily.  You'd have to go down because you lost a leg or died or something most of the time unless you had a load of wounds.
- Damage for guns might need decreasing across the board.
- Melee should keep higher damage though to make it worthwhile.
- I definitely think battles need to last longer what ever happens.

Also there are such a nice range of guns, but once you get a simple uzi (usually quite early on) you have no need for anything better.
#12
Quote from: legendary on January 09, 2017, 03:38:15 AM
Is there any way to turn off Combat Realism? Very annoying and unnecessary addon.
I'm with you.
Not only annoying, but it makes the game easier since you can kill a person very fast with only basic guns, it makes even large raids easy as they die and retreat before they get any shots off almost every time.

Without CR fights last longer and you will have more tactics come into play along with injuries to mend.
With CR people generally just die from a broken finger and toe (ok maybe not, but they do often die way too soon with minor injuries).
#13
Testing a16, I recently had a person turn 60, and when he did he immediately fell down and needed rescue.
He became frail and had a bad back from that point, but I can see no reason why he wouldn't be able to walk.  He also has a leg scar but his total pain is still only 11%.
Over a season later and he's still bed ridden for no obvious reason.  This has to be a bug surely?
#14
Just trying the a16 version myself, great work getting the core parts running already :)

Odd bug - I built a simple bed made of dromedary leather with 82% rest efficiency.
The person sleeping in it gains rest REALLY slowly, even slower than sleeping on the floor.  After a night and most of the day sleeping their rest went from 0 to not even out of the tired zone haha.
They also seemed to not want to actually go to bed either, waiting until long past exhausted even though it was the middle of the night. All very odd.

Also noticed a bug related to the "Crash Landing" scenario which doesn't seem to work, even without using prep. carefully, no colonists spawn (different from them all dying).  Also lots of errors related to opening the fallen spaceship parts if I spawn my own colonists in debug.
#15
I doubt very much that you would just be able to shrink a world already created.
All the things generated in that world have co-ordinates on the planet.  What happens when you force shrink the planet and those co-ordinates suddenly no longer exist?  I'm going to guess it will crash on load.

Working out why it's crashing from some log file might be a better course of action, although I'm not sure how you do that myself.
Any idea how much RAM the game is using compared to what you have?