8252 sweet lord I cant believe this thread is actually reaching the 9000 thousand point.
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#2
Stories / Re: Ice sheet in permadeath mode. Extreme difficulty. Randy random 3 colonists.
July 09, 2018, 02:40:24 PM
dead? not dead?.
#3
Stories / Re: First Game - BOOBYTRAPPED
July 09, 2018, 02:37:57 PM
holyfuckingshit I've never gotten that many of those little bastords out of an ancient danger.
you gone anywhere since then? late as hell to the party I know but I hope that didn't put you off to much.
you gone anywhere since then? late as hell to the party I know but I hope that didn't put you off to much.
#4
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 09, 2018, 02:29:52 PMQuote from: tombery8 on July 09, 2018, 09:19:02 AMmy theory makes the most sense to me I think ce simply isn't giving them ammo since the vanilla mechanoids don't use ammunition (at least last time I fought them with ce being involved)Quote from: crazyroosterman on July 09, 2018, 08:48:26 AMUhm, maybe I will try a new save with only CE and Mechanoids Extraordinaire to test.
are you using any other mods along side that and combat extended of course?
the conflict I mentioned if you have combat extended and ultimate survival on should be responsible though I cant say for sure since I never encountered any extrodinares that were meant to use ranged weaponry when I had them both on.
or since vanilla mechanoids don't require ammo the mod might not be compensating the extrodinares if there coming under mechanoids in the code.
PS: Tried, mechs from Mechanoids Extraordinaire still don't have ammo.
though thinking about it its strange that the extrodinares need ammo(those that use ranged of course) and the vanilla don't.
#5
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 09, 2018, 08:48:26 AMQuote from: tombery8 on July 09, 2018, 07:53:45 AMare you using any other mods along side that and combat extended of course?
Have a problem with Mechanoids Extraordinaire mod.
Mechanoids of Mechanoids Extraordinaire mod spawn with no ammo. They are pretty much very easy targets.
the conflict I mentioned if you have combat extended and ultimate survival on should be responsible though I cant say for sure since I never encountered any extrodinares that were meant to use ranged weaponry when I had them both on.
or since vanilla mechanoids don't require ammo the mod might not be compensating the extrodinares if there coming under mechanoids in the code.
#6
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 08, 2018, 08:51:27 AMQuote from: NoImageAvailable on July 07, 2018, 07:58:52 AMwas being a total dumbass yesterday and couldn't find this thread again yesterday (: also the race mods are working fine with ce (and each other) as far I can tell unless of course theres bugs and strangeness occurring that im not noticing.Quote from: crazyroosterman on July 07, 2018, 05:56:42 AM
also using hugslibs debug functionality I got a file relating to the core problem that combat extended seems to be having which is in the debug log im getting (which seems to repeat for each pawn with a gun) ,Ce tried generating load out for (name of character here) without complnventory.
You're using incompatible race mods
interestingly I discovered the problem was coming from a conflict between ce and ultimate survival once I turned off ultimate I stopped getting the bugs.
#7
Bugs / Re: [1.0.1957] rev939 - Aurora doesn't affect mood of caravans
July 08, 2018, 05:01:18 AMQuote from: Canute on July 08, 2018, 04:56:18 AMwait for toxic fallout to affect caravans wouldn't it have to give them radiation poisoning? which sounds like an absolute nightmare to me.
Ok, then you should maybe change the topic.
"Global event's don't affect Caravan's" :-)
So bad event's like eclipse should affect caravan's mood too, Running in darkness.
Or toxic fallout.
#8
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 07, 2018, 05:57:19 AM
ill update this when I get the time to do more testing but I have to go now.
#9
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 07, 2018, 05:56:42 AM
hey there! so id like to report a bug it pretty revolves around raids and their ammo you see the raids are pretty much as normal except they have no ammo in their guns (persifick guns bows seem to be fine) or on their person full stop.
apart from lmgs bizarrely they have the ammo they should have.
I've turned off my 2 mods that directly affect raids ,sometimes raids go wrong, and ,sun tzus raider tactics, next ill be turning off the ones that I think indirectly affect raids.
also using hugslibs debug functionality I got a file relating to the core problem that combat extended seems to be having which is in the debug log im getting (which seems to repeat for each pawn with a gun) ,Ce tried generating load out for (name of character here) without complnventory.
I also got the game log uploaded with said functionality it looks like gibberish to me but hopefully it'll come in handy to anybody that takes an interest.
now mod list in the order as I put them here that I have turned on as off this post (not including the dormant ones)
1 MOD-E
2 core
3 hugslib
4 miscellaneous core
5 misc map generator
6 realistic darkness v4.95 B18
7 Mechanoids extraordinaire
8 increased forest density-base version
9 ultimate survival
10 miniaturisation
11 combat extended
12 set-up camp
13 hospitality
14 dodging rebalanced
15 prisoner harvesting
16 crash landing
17 area unlocker
18 Ed embrasures
19 osirasama
20 survivalists additions
21 tribal essentials ,b18,
22 psychology
23 extended prosthetics and organ engineering
24 misc incidents
25 misc training
26 RBSE hard-core edition
27 p-music
28 reduced path cost for tree
29 smart medicine
30 venom
31 zombie field (zombie apocalypse)
32 terra core/framework ,b18,
33 research tree
34 humanoid alien races 2.0
35 animal tab
36 hand me that brick.
edit I figured out the problem it was a conflict between ultimate survival and combat extended.
apart from lmgs bizarrely they have the ammo they should have.
I've turned off my 2 mods that directly affect raids ,sometimes raids go wrong, and ,sun tzus raider tactics, next ill be turning off the ones that I think indirectly affect raids.
also using hugslibs debug functionality I got a file relating to the core problem that combat extended seems to be having which is in the debug log im getting (which seems to repeat for each pawn with a gun) ,Ce tried generating load out for (name of character here) without complnventory.
I also got the game log uploaded with said functionality it looks like gibberish to me but hopefully it'll come in handy to anybody that takes an interest.
now mod list in the order as I put them here that I have turned on as off this post (not including the dormant ones)
1 MOD-E
2 core
3 hugslib
4 miscellaneous core
5 misc map generator
6 realistic darkness v4.95 B18
7 Mechanoids extraordinaire
8 increased forest density-base version
9 ultimate survival
10 miniaturisation
11 combat extended
12 set-up camp
13 hospitality
14 dodging rebalanced
15 prisoner harvesting
16 crash landing
17 area unlocker
18 Ed embrasures
19 osirasama
20 survivalists additions
21 tribal essentials ,b18,
22 psychology
23 extended prosthetics and organ engineering
24 misc incidents
25 misc training
26 RBSE hard-core edition
27 p-music
28 reduced path cost for tree
29 smart medicine
30 venom
31 zombie field (zombie apocalypse)
32 terra core/framework ,b18,
33 research tree
34 humanoid alien races 2.0
35 animal tab
36 hand me that brick.
edit I figured out the problem it was a conflict between ultimate survival and combat extended.
#10
Stories / Re: Destroyed on the First Day
June 28, 2018, 06:31:37 PM
have you deleted the colony? I think it would be really F.U.N to try and make things work out despite everything!.
#11
Stories / Re: [Still B18] When inviting traders from different factions...
June 28, 2018, 06:26:22 PM
looks like a serious exploit hopefully it'll get tweaked so traders don't do this to each other in the future.
#12
General Discussion / Re: So I skinned a steer today
April 30, 2018, 12:28:22 PM
well to integrate what your thinking of into the game sounds like it would take its own dedicated patch(or 2) but I think id like it my self could end up creating a hell of a lot of interesting narrative.
#13
Off-Topic / Re: Corrupt-A-Wish
March 29, 2018, 05:09:51 PM
your wish is granted it stays firmly rooted in our reality but as a result cat man is just a marginally over weight 43 year old man who due to mental illness has deluded himself into thinking he is superhero with cat themed super powers the themed phone and cave is real enough however (though the cave is just his apartment room)
real talk im surprised nobody corrupted your wish sooner its not like its weirdly meta or ultra persifick like some of the wishes I've seen here have been.
I wish for hens and roosters to become the dominant species of this planet.
real talk im surprised nobody corrupted your wish sooner its not like its weirdly meta or ultra persifick like some of the wishes I've seen here have been.
I wish for hens and roosters to become the dominant species of this planet.
#14
Off-Topic / Re: The Music thread
March 20, 2018, 04:54:21 AM
WE INHERIT THE END WE PREPARE TO EXPIRE!
https://www.youtube.com/watch?v=_KZhOQX8_3A
also something very obscure that doesn't exist on YouTube.
https://shiro-ishii.bandcamp.com/album/zhongma?from=search&search_item_id=3090443245&search_item_type=a&search_match_part=%3F&search_page_id=368149454&search_page_no=1&search_rank=16&search_sig=584289ee016a8a58f9ff69b70a6c5f60
https://www.youtube.com/watch?v=_KZhOQX8_3A
also something very obscure that doesn't exist on YouTube.
https://shiro-ishii.bandcamp.com/album/zhongma?from=search&search_item_id=3090443245&search_item_type=a&search_match_part=%3F&search_page_id=368149454&search_page_no=1&search_rank=16&search_sig=584289ee016a8a58f9ff69b70a6c5f60
#15
Off-Topic / Re: Count to 9000 before Tynan posts!
February 22, 2018, 07:11:40 PM
Geico becomes petrified for geckos that disappear when customers demand translucent car for eviscerations of terrified..........