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Messages - JagenXI

#1
So ive spent the better part of 10 hours playing this mod, and for what it is its amazing, ill be trying to on Randy Random today. But so far I am loving this mod, it makes the game more realistic. It took me some time to figure out the right click interface for changing materials on some stations or beds but after that my colony took off. Great job Ab! Keep them updates coming, ill be playing this for sometime to come
#2
Abrexus, I am a huge fan of the modding community in this game, I took one look at your mod and had to do a double take. Im gonna try this out tonight and post my feelings about it tomorrow. Im very excited to try this mod and thank you so much for taking the time to make your mod what it is today. Anyways keep up the good work!
#3
Bugs / Slowed Time in 3x.
April 18, 2015, 12:15:21 AM
So just downloaded the latest build Alpha 10c I believe, and ran into something, I noticed that time even in fast foward is really slow compared to before I dont know if this is an actual bug or done intentionally so colonist(s) can get more stuff done in the time allowed, maybe a balance issue because the work speed suffers as well, took a burning passionate grower at level 11 FOREVER to cut down a tree.
#4
Quote from: Undecided on March 05, 2015, 04:50:32 PM
Not sure if these have been reported yet, but some minor balancing observations:

Nanotech helmets seem to occasionally appear on pirate raids. Specifically, pirate raids -- the kind that are normally low-tech with simple armored vests, melee weapons, and basic firearms. Might want to check on that.

One other thing: nanoweave seems much too profitable. A nanoweave parka, for example, can sell for up to 1/4th what a grand, marble statue can (~$1000 per parka on average, with max skills). But unlike statues they have an infinitely renewable resource supply, and take far less pawn work to produce.

Since nanoponics bays only require very common resources -- steel and power -- you can start spamming them by early to mid game and produce huge amounts to tailor into clothes then export as a cash crop. Since they require nothing rare to build, you can make them in huge numbers to easily offset the slow growth rare.

I'd strongly recommend increasing the costs or maybe upkeep of the nanoponics bay, since right now it outstrips pretty much any other export for cash. Maybe add at least one rare material to its construction cost (a few units gold or plasteel?) and bump up the electricity usage, or something, just to push this big source of income closer to the end-game.

While I agree that a cost for the basin itself is in need of a balance adding plasteel to the cost is not out of the question since everything made with nanothread costs plasteel, increasing the power consumption is ludicris, if you look at any other basin the consumption is about the same, you need a ton of them just to keep a steady flow of thread, and you have to balance the needs of your tailor vs the rest of the mod, if you want to spam parkas made of nano thread thats your choice I save mine for nano steel and other parts of this mod, and if you want to talk balance, I spame plasteel and steel knives and still make a killing so economy in general is bad, not just nanoweave
#5
Quote from: TCESylver on March 06, 2015, 06:06:52 PM
Ive noticed that when one of my colonist tries to make a nano weapon it uses up all the materials but creates no weapon.

Is there a chance of failing or is it a bug?

Actually this is a problem from an old version of CS, just update to 3.45 on page 1 and this should be resolved.
#6
Hey elStrange, just thought I would share an interesting thing I found, seems I cant fully bionic a colonist I removed his jaw and nose just to be sure I have screenshots:
So heres the part im trying to install

and the missing bill


Too be honest there are a bunch of missing bills that i had parts for, a nose, heart, kidnies, liver, lungs, implants?

Could be a conflict with ZA now that I look at it, but I wasnt sure. Bionic arms, legs and eyes still work, just nothing else it seems.
#7
weird I dont have this problem, my plants are fine til a blight or solar flare hit (which happens alot btw) but yea I do think nano thread for how much is needed and how much energy it takes to maintain a functioning farm they need to grow fast, I agree with bob on some aspects of the material requirements, the rifling bench in v3.45 was putting out guns so cheap that I no longer needed my 3d printer mod, while an LMG was costing me 350 steel at the printer, the rifling bench was costing me 20-50? Now im not saying crank up 10x thats ridiculous i have a hard time finding steel as is. but a moderate increase of 2x or even 5x would be appropriate. Anyways just a suggestion, keep up the good work.
#8
Quote from: elStrages on February 27, 2015, 03:21:04 AM
Quote from: PineyCreek on February 26, 2015, 05:32:32 PM
Hey I'm getting a glitch where the nanothread plants start to die. When it approaches 1.1 days to being fully grown it's health starts ticking down and dies about half a day before it can be harvested making it impossible to advance in the mod since I have to depend on the off chance someone is selling some.
Thanks, logged this bug, can anyone confirm?
Quote from: sybreal on February 26, 2015, 06:01:50 PM
I'm getting errors when I try to craft some items. For example this one:
JobDriver threw exception in initAction. Pawn=JJ, Job=DoBill(A=NanoRiflingBenchCS278066, B=NanomitesItemCS440805), Exception: System.NullReferenceException: Object reference not set to an instance of an object

They're all the same format, just for different items. I can craft some items in this mod like nanomites, no problem.
This keep coming up, can i get more information please, can you run some bills and when it throws the exception, can you send me a screen of the log with the details window at the bottom of the box. Also what other mods are you running?
Quote from: JagenXI on February 27, 2015, 01:00:39 AM
I found a bug where my crafter would go to craft a nanotech rifle, finish and A) the bill doesnt say complete and B) The item being made doesnt get made, forgive the grammer. Attached is a screenshot of the dev log with the error. I hope this gets resolved or maybe you can tell me what im doing wrong, im almost a year in and I have everything exactly as I want it.


Thanks I'm stumped by this, i never get this problem. I will have to set up a load of crafting benches and sit making guns for an hour to see if i can trigger it!



So are the majority in agreement, you would prefer bulk construction over faster construction times. In which case i will look into changing it. If you read this and agree can you +1 this bottom part of my post in a quote, thanks.

Actually I just updated to CS 3.45 and I dont have this problem anymore, everything works just fine, my save game was alil weird because I had new techs and my self powering farm with the 12k w nano generator got changed to 5k and was like holy crap connect to main grid. However great rebalancing looking forward to future updates from you.

Whatever you changed from 3.4 to 3.45 made the rifling benchs work, please dont break your back trying to repeat it. lol
#9
I found a bug where my crafter would go to craft a nanotech rifle, finish and A) the bill doesnt say complete and B) The item being made doesnt get made, forgive the grammer. Attached is a screenshot of the dev log with the error. I hope this gets resolved or maybe you can tell me what im doing wrong, im almost a year in and I have everything exactly as I want it.

#10
So Ive got a few ideas,

-End game research - What this entitles I have no idea, if in regards to my title; Some type of ore miner that digs underground giving you so many resources per day, (you can varie stone steel plasteel urainium.) Better trading would be a good research.

-I find that even at 100 Relation and believe me even with someone with 17 social skill that is a lot of silver. I still receive massive raids from this particular group of individuals, and often, it would be nice if I could befriend the locals and be able to try and trade with other parts of the world i'm not in.

-Having the repair job or crafting job expanded to allow the repair of clothing. (pretty self explanatory)

Now as to why I would like these implemented:

I love this game, and I also love my colony, and I like to stick with a colony. (defending it from evil etc etc) That being said, I have a colony thats ive been running for 3 and half years (game time obviously) and because of the raids (and those dang blown batteries events) ive run out of steel, (repairing) everywhere. I was also not given any plasteel on my map. So Im having to trade for vital materials, the problem being the bulk goods vendor, doesnt give a darn that my negotiator has 17 social and still charges me outrageously for steel and even more for plasteel. Without steel my colony will wither and die, and I want it to keep going forever, it would also be nice if my neighbor would stop sending raids to my town even though they have 100 relation.
#11
Bugs / Re: 2/19/2015 World Generation Fail
February 19, 2015, 02:14:59 PM
well i deleted the Rimworld folder and unzipped a new set and now it works fine. Couldve been the mods i tried to install but im unsure.

Cybernetic Storm
Right tools for the job
#12
Bugs / 2/19/2015 World Generation Fail
February 19, 2015, 01:55:43 PM
I go to create a new world in Alpha 9 and I put the seed in (multiple seeds) and when I hit the 'Generate' Button nothing happens, Ive tried multiple seeds and still get the same results.

addendum: When I go to select an existing world for a new colony the select colony site map wont appear.
#13
Ideas / Weapon Smith + Research?
December 24, 2014, 04:15:34 AM
I think itd be a great idea to add more research options that improve your colonists in regard to combat. Like Turret research or Laser Turrets, Gunsmithing? I see all the time that weapons like the lee enfield is an ancient design so why not have a station that turns steel and wood to make guns?
- Weapon Research (Archaic Weapons, Modern, Laser, etc.)
- Turret Research (Fire rate, types, greater damage, etc.)
- Combat Research (stims, medpacks, etc.)

Even just adding a Gunsmith table or adding bills to the smithing table to make guns would be awesome.