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Messages - deathstar

#16
Releases / Re: [A17] ResearchPal and HelpTab
June 14, 2017, 06:43:47 AM
Holy heck, that research-menu looks fantastic! Should be extremely helpful for heavily modded games.

I would also love a direct DL-link.
#17
Outdated / Re: [A17] SeveralPuffins mods for A17
June 14, 2017, 04:39:00 AM
Quote from: onerous1 on June 14, 2017, 12:18:24 AM
So I played around with Rim Disorders for about two in-game seasons and it's really tough. I did a lone tribal start with two dogs and two weapons on a boreal mountainous map. After the first or second raid, my pawn developed OCD and would have mental breaks every day. I have one other colonist with poor doctoring skill and a prisoner who also developed OCD. My pawn can treat the prisoner for her OCD but cannot self-treat to manage her symptoms which is unfortunate. After two escape pods who wandered off after being rescue and an escapee pyromaniac (no thank you), I have to uninstall the mod. I may give it a shot once I have a decent colony started but currently, I can't have one colonist out of commission when the other colonist can do nothing but haul (yay!), cut plants, and train animals. I feel that the disorders manifest too quickly. After all, it was only after getting hurt in the first or second raid of the first year. Perhaps it's realistic but it's making my game unplayable.

I found the standard rates to cause disorders to occur way too frequently, too. Luckily, a configuration menu is included in the mod options, allowing you to tweak the rates of each individual disorder. I have some set to rates as low as 0.2 and still find them occurring pretty often.
#18
Quote from: NoImageAvailable on June 13, 2017, 02:52:48 PM
Quote from: deathstar on June 13, 2017, 02:41:22 PM
Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht

Seems like something in your mod list is overriding the changes CE makes to those weapons. Nothing in your mod list sticks out to me so you might have to try turning off a bunch of mods, start a test game and see if your starting knife has the armor penetration stat until you narrow down which mod is causing it.

I disabled a bunch of mods at the bottom of my load-order to try and find the culprit, then re-enabled them one by one and tested with a new colony each time. Works fine now, too, but something must have screwed over my savegame (which I did start with CE enabled!). I don't know what exactly caused this, but it's working now and I totally don't mind starting over.
Thanks for your time.
#19
Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht
#20
Quote from: NoImageAvailable on June 12, 2017, 06:36:20 PM
Quote from: deathstar on June 12, 2017, 05:10:03 PM
Is this normal? What can I do? Doesn't seem right.

Can't reproduce this. Did your hunters have any health impairments?

Thanks for taking the time to look at this. I've tried the scenario again on the same save and documented everything here: http://imgur.com/a/cRXjn
#21
My colony just had a bit of a food shortage due to a harsh winter.
I was out of bullets, but had a couple somewhat skilled melee-fighters (6 and 8 skill each), one armed with a good steel knife, the other with a good steel spear. I sent them out hunting anything I could find. Their first would-be victim was a raccoon just minding its own business. I set my two hungry hunters on it and... the raccoon gave them more than a sound thrashing. Out of ~60 attacks by the hunters, only two connected (and killed the raccoon), all the while it constantly hit its attacks, downing one pawn and causing the other to bleed at almost 150%.

Is this normal? What can I do? Doesn't seem right.
#22
Releases / Re: [A17] Combat Extended
June 09, 2017, 04:29:10 PM
It... is... HAPPENINGGGGG!!!
#23
Yo dubs!

I have a suggestion to make... ever since the implementation of the Dead Man's Clothing debuff I wanted a way to clean clothes. Since this mod is all about hygiene and already includes a pumping and sewage system, I thought washing machines of some sort would be a really nice addition. There could even be a low-tech version which is just a washboard with a bucket, or just use the washing-bucket and add a bill to it to wash clothes. Perhaps this could take a lot of labour (since it's free otherwise) while the machine does it automatically over time?

Going a step further, maybe there is a positive moodlet for having freshly washed clothes, encouraging some rotation?

Cheers.
#24
I'd actually like heads to be shown, but they should be detached. I don't know if this is possible, but that'd be a really cool addition.
#25
Holy smokes! Can't wait to try out the Quarry 2.0!
#26
Love the new addition, again a feature you'd think would be in the base game. I always hated how you had to get someone with a knife to stab an incapacitated animal or person a good 20 times before they die...
#27
Outdated / Re: [A17] SeveralPuffins mods for A17
June 04, 2017, 10:59:17 AM
Quote from: Goldenpotatoes on June 04, 2017, 10:22:50 AM
Razzle Dazzle is hitting me with a pretty hefty slowdown when right-clicking on objects. Running the bare requirements (workshop versions of HugsLib and RazzleDazzle) with no error logs. Probably something to look into.

I can confirm, especially noticable for the context-menu of corpses for me...
#28
Outdated / Re: [A17] SeveralPuffins mods for A17
June 04, 2017, 07:23:02 AM
One of my colonists is suffering from cleanliness OCD, when he goes on a compulsive cleaning spree, he just stands around (because my colony is rather clean anyway, at the moment). When his mental break ends, he continues standing around until he either collapses due to exhaustion or is on the brink of starving. Drafting and releasing him fixes this. Maybe something to look at?
#29
Outdated / Re: [A17] cuproPanda's Mods (3 Jun 17)
June 04, 2017, 06:23:07 AM
^ I can confirm. Cupro's Stones is broken right now, modlist resets itself, trying to recover from corrupted mods. Tested with only Cupro's Stones active.
#30
Outdated / Re: [A17] cuproPanda's Mods (3 Jun 17)
June 03, 2017, 08:33:05 PM
Keep up the good work, excited to see what you have in mind for the quarry.