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Messages - Rauminen

#1
Hi there, awesome mods! Love the land mines! Well except the sleeping gas one :) Built about 6 or 7 of them in a row inside a 1 tile wide tunnel, bunch of ferals just walked right trough them - ok they became dizzy a little bit but that's that. Anyhow, they are fun!

The anti-bug resonator on the other hand, doesn't seem to work at all - I just got an infestation right inside the (large) circle. Also noticed that the state of the resonator (in terms of covering large or small area) is not saved - when you load the game, it's always set to small. I was wondering if maybe the 2 issues are related?
#2
The bit in the latest update about all surgeries having a small chance of failing.... does that look correct for everyone?

I just had a guy fail 9 out of 10 times installing a leg with medicine 8 and 110% manipulation. 5 of which the patient died straight away. I don't think this should be normal...

Edit: If I'm reading this right, the surgeries for natural body parts should have an 80% success rate, and 30% of the failures should be fatal. What I don't know is how the medicine skill factors in, eg what are these exponents:

   <RecipeDef Name="SurgeryNatural" ParentName="SurgeryFlesh" Abstract="True">
      <surgeonSurgerySuccessChanceExponent>2</surgeonSurgerySuccessChanceExponent>
      <roomSurgerySuccessChanceFactorExponent>4</roomSurgerySuccessChanceFactorExponent>
      <surgerySuccessChanceFactor>0.8</surgerySuccessChanceFactor>
      <deathOnFailedSurgeryChance>0.3</deathOnFailedSurgeryChance>
#3
Hi, found something. Sniper turrets doesn't seem to select a new target when the current one goes down (not sure if other types do). It's only a little aiming time lost when the target is dead, however when it's only incapped.... they go and promptly execute them :)
#4
Wow, OK. That's exactly what I was setting up for my prev (A9) colony - and was sad to see the incompatibility. So yes. Yes please :)

We could just add it here so everybody can use it - I'm sure there are others.

#5
Hi Skully, nice work!

Quick question - mayb someone have tried this. I have a Superior Crafting colony going, but I love Xenonauts :) So I was thinking about adding in the weapons only. Will it work with an existing save? If not, do the weapons work with a new colony & SC?
#6
Hmm, I think that's exactly the thing about the community you've built up here. We love this mod, and you're not alone.
I'm sure there are people here who like the hot and new features, even if there are a few bugs crawl around in there. While others would prefer it stable so they don't mind to wait a little. So how about marking a certain version stable - after it's been out for a while and people had time to play around with it, give you feedback; but at the same time, have a WIP version for the inpatient daredevils who can help you with the testing? I know when you have a good idea you want to implement it right away, see how it works in action - this would allow for that.

#7
Lol, OK I get it now! The shields look really nice and use up your power, just don't build them where there is.... you know.... shooting! :)

Ah man, I love this mod. Spent a lot of hours playing the A9 version and tried to think up all the bugs I've seen / wishlist to give you something back. Unfinished bionics, gunshot wounds not biomatter-able, organ vat ear / nose - then I read back the thread, and it's all fixed and done. Time for a new colony! :)

Thanks and keep up the great work!

Ohm, ps, don't change the AI core req for the brain implant please - that's why you treasure them early and hoard them late game. (You were a good little colonist, you can have this AI core in your head! ... but but there's nothing wrong with my brain.... Of course not, you go to sleep now....)
#8
Hm, since we're talking building shields, stupid question.... Do they allow for people / turrets to shoot out from under them?
I've only built a couple and they seemed to go down real quick as my guys were shooting out (no damage taken from outside, melee pirate raid). Is there a trick? :)
#9
Awesome, I was missing the colonist bar the most. Thank you for the update EdB!
#10
First of all, thanks for the hard work! This mod is awesome, changes up the whole game, and for the better :)

Since you're in testing, there are a couple things I noticed with the A9 version (2g I believe)
- Sometimes (no clear pattern, appears to be random with do X times bills) they would start to construct the bionic arm, leg or spine from wood logs, which they can never finish. The work to make goes down to zero, then even into negative if you don't notice it in time. What this does is effectively halts the production for that bill - you have to delete the bill, haul away the unfinished wooden log bionic thing and start over. Does not seem to happen for bionic eyes though.

- For "Old gunshot" type wounds, the option to heal them with biomatter appears, but it doesn't actually do anything when applied. Works fine with scars.





#11
There's an a9 update over at nexus for anyone interested, works perfectly!
#12
^^ This.

I have spent quite a few (hundred) hours with Rimworld and can't really imagine my game without this mod. Everything just fits in nicely. Great work!
#13
Hi Latta,

Just wanted to thank you for this, worked like a charm - I didn't even need to touch the save file, loaded perfectly after replacing the dll.
#14
Right, so I don't think the current AI works with the exploding on low power mechanics.

I had MAI shut down & blow herself up in the hands of someone rescuing her - right in front of the base fixing a wall once, then inside, minutes from her bed, while happily mining rock (not even steel or plasteel). She just refuses to go to charge in time. This happens with normal pawns sometimes as well, but they of course can recover.

I did try to sedate her, still blew up. :)
So as it is now she's not really a useful part of the community at the moment.