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Messages - nakie

#1
Quote from: KrolCwanPL on November 15, 2016, 09:29:03 AM
I've found another bug in new version, embrassure is not "working", pawns can't shot through it, it's just like a wall.
Here's pic: http://imgur.com/a/P9lzj
Can your other pawns shoot through the embrasure? If so that's an issue (or feature if you want to call it that) that was present from A13 CR. Basically what happens from what I understand is CR calculates the height of the shooter and the height the target and tries to figure out if the shot can be made through the height of the embrasure/sandbag. Your pawn is 16 years old, which CR considers to still be a child and it thinks that the kid is not tall enough to shoot through the embrasure.

Also FSX is harvested from Boomalopes. I can't remember the mechanics of it though.
#2
Quote from: darkedone02 on June 19, 2016, 12:40:00 AM
I would like this mod better if only there was functional turrets in the architect menu, also in the build menu, I've noticed 6 mortal turrets of the same thing.
You make turrets at the machining table. This would make an uninstalled furniture item that you cn place to make a turret.

As for the mortars, it's apparently from having God Mode turned on. Turn it off and the duplicate mortars would be gone from the menu.

EDIT: Here, explanation:

Quote from: jackarbiter on June 14, 2016, 01:25:20 AM
Quote from: Minnigin on June 13, 2016, 09:11:22 PM
just updated and new recipes are there now, but in security tab there's 6 81mm mortars, all the same

You can only see those with god mode on. You'll see three 81mm in god mode with just Combat Realism (2 are locked with CCL's research locker, they need to be there to make sieges work in CR) and you'll see 6 with my mod (5 are locked with CCL's research locker, the last 2 are probably unnecessary but I kept them in just in case there was some strange workaround that required them).

CCL's research locker can't keep things hidden in god mode since it works via research and god mode removes research requirements.
#3
Quote from: Sieppo on June 17, 2016, 04:13:43 AM
Quote from: Sieppo on June 17, 2016, 04:05:52 AM
Quote from: nakie on June 17, 2016, 03:55:37 AM
Quote from: Sieppo on June 17, 2016, 03:46:23 AM
Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.
When you installed that mod, did you restart the game before making a new world? That's important. If you don't CR does alot of weird stuff just like the one you're describing.

EDIT: Also are you using the CR-compatible version of Rimfire?

Probably no and no (did not know CR was part of this mod) :D. Thanks for the hints! Will make a new world..

Oh snap, now no world can be created. It just brings it back to the screen with the generate-button :((..

That's a weird glitch you're having. Try reinstalling the mod, restarting creating another world. I also notice in your mod list tht you don't have edb mod order installed. What are you doing to order your mods? This mod contains CCL and CCL needs to be loaded right after "Core". No mod should be loaded before it that's why you need to order your mod loading.
#4
Quote from: Sieppo on June 17, 2016, 03:46:23 AM
Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.
When you installed the mod, did you restart the game before making a new world? That's important. If you don't CR does alot of weird stuff just like the one you're describing.

EDIT: Also are you using the CR-compatible version of Rimfire?
#5
Quote from: Minnigin on June 13, 2016, 02:38:40 PM
can't build advanced 3d printer, or am I missing something, all research completed

The regular printer is the 3D Component Printer. "Advanced 3D Printer" is the Nano Printer and Scanner. You can't build those?
#6
I don't know how to mod so I don't know how valid this would be, but I have a suggestion regarding wire fences for early game. Can you maybe modify Rikiki's laser mod and turn it into just a wire fence instead of laser? It would be awesome if we can have one where you can even untie the wire to temporarily open the fence, or maybe even a rope fence.
#7
Hi. I really love your mod :) I specially love the writing system and the boomalope tweak.

Some things:

- Bots drive around vehicles. And when they go charge in their stations with the vehicle still in tow it gives me unlimited exceptions until I manually unmount the vehicle.

- Traders spawn with their goods stored in their own pockets instead of in the cart they're pulling which reduces their speed quite abit according to the tooltip. Is this intended?

- Siege raids are useless atm. Raiders spawn without any tools so it takes them forever to build sandbags and stuff. It takes them about half a day to build a single sandbag tile.

- Also, just my opinion, tools are very wood extensive right now. I tried playing on a desert map, and between making tools, the non-optional wood-using benches, beds(all version uses wood in this mod) and fueling my early food processors and stuff I find myself constantly out of wood. Considering how important they are in this mod, would you consider lowering the wood cost of tools? It might make playing in certain biomes abit more forgiving specially when using Jack Arbiter storyteller(more pawn = more tool/bed = more wood drain).

- Last minor one, but I noticed a typo(technically). On the info on stone walls it states that they're "the only inflammable wall". It should be "uninflammable" :p. BTW, are they really the only uninflammable wall? Can the framed ones catch fire? Their flammability is set at 0% though?
#8
Quote from: st james jack john on April 28, 2016, 12:13:38 PM
Still not getting the reload option and colonists wont reload their weapons even though i have the ammo in the stockpile.
Try loading CCL immediately after CORE, even before EdB Mod Order. This worked for me

CORE
CCL
EdB Mod Order
CCL vanilla tweaks
CR Core
#9
First time trying this mod and it's great! I had about 9 colonist during the event. However a gunbed module(or something) literally dropped in front of my recovering survivors, spraying bullets everywhere and slaughtering the lot of them. In the end I only got 1 extra colonist. It was intense :)
Quote from: talar1408 on April 28, 2016, 01:57:34 AM
I might have simply had bad luck, but it seems that no pods contain components, which became so vital with A13. Sure, I can still get some from compacted machinery, so it doesn't make game unplayable  (but it involves a lot more walking and mining than would otherwise be necessary at start). But still, this really hurts early game.
IIRC the ship beams contain components when deconstructed. Alot of them dropped for me. I had a small tragedy in the beginning where I assumed for some reason that components wouldn't be destroyed by fire like ores. I didn't bother to pick them up. Needless to say all my starting components burned. :( The deconstructed ship beams made up for the loss though.