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Messages - Makko

#1
Quote from: Kadrush on January 14, 2017, 08:46:13 PM
Quote from: sidfu on January 14, 2017, 08:23:18 PM
Quote from: Kadrush on January 14, 2017, 07:56:06 PM
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.

But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.

Tks, redownloading fixed the issue.

Another question, where can i find the ingame help that it had on earlier versions? I mean, for example, now i want to make some ammo and the game said that i need carbon, on earlier versions i went to a kind of encyclopedia, typed carbon and found what i need (recipes it has, bench that makes it), i cant find it anymore.
Redownload, it's been fixed already.

the help was part of CCL and the mod pack has been split away from CCl to so they dont have to wait for it to update

Tks, is there a wiki in the web for us to use in the meantime?

Not that I know of, but you can search the game files which will tell you some relevant information a lot of the time.

Or you can ask on here
#2
Quote from: Owlchemist on January 11, 2017, 04:36:54 PM
Does anyone else feel like early tech lighting is too high maintenance to be worth it? Having to cut and refuel 10 kindling per light per day is a lot of manpower to invest, and manpower comes at a premium in the early game.

I could propose a rebalance, but fishing for some opinions on it first...

Without the seeds mod you can just plant a little bush patch (each bush gives you something like 6 kindling per week) sized to meet your needs. It's obscene to try and cut it by hand otherwise. They should probably make crafting it a lot more efficient.
#3
Neutro Flower Petals can't be allowed in stockpiles

Bandage Kit is treated like a perishable food and spoils if not refrigerated
#4
None of the three bug types from Infestations yield Chitin when butchered.

It seems like they should.
#5
I am experiencing an obscene cooldown only on the Centipede Mechanoids.

They get stuck meleeing a wall and do 2% damage every few minutes while a pawn melees them to death with a wooden bat.
#6
Quote from: Owlchemist on January 06, 2017, 11:55:12 PM
Quote from: Makko on January 06, 2017, 11:18:59 PM
Why doesn't Hardcore SK use the Rimsenal weapons? It already uses the storytellers!

Right now there's a ton of variety with the real life weapons, but then with futuristic ones a whole lot less. The Rimsenal weapons are kind of held back by the weak shooting mechanics in vanilla, they could really shine with the improvements in Hardcore SK!

Semi-related comment on this... I'm all for variety, but despite using HCSK for a long time now, the sheer variety of weapons in it still overwhelm me. I wouldn't mind seeing the weapon variety trimmed down a bit or otherwise organized in a way that's easier to convey what category and role everything fits into.

I agree with you honestly, due to how ammunition works it's not a very big deal to have a bunch of sidegrade weapons if they use the same ammunition pool, but understanding the differences and what ammunition each weapon uses is pretty confusing if you don't have  good knowledge of real life guns.

The descriptions don't always help either.
#7
Why doesn't Hardcore SK use the Rimsenal weapons? It already uses the storytellers!

Right now there's a ton of variety with the real life weapons, but then with futuristic ones a whole lot less. The Rimsenal weapons are kind of held back by the weak shooting mechanics in vanilla, they could really shine with the improvements in Hardcore SK!
#8

Translation Issue: For Crashbugs, when aggroed they say under Mental State: "The hunger made aggressive" in their little selected box on the bottom left corner of the screen. It should say "Made aggressive by hunger"

Compost Bins can no longer compost anything but corpses, is this intentional? Now that my entire colony subsists on raw potatoes and leather is super valuable I don't have any use for the meat of the animals I kill for their lucrative hides so I wanted to compost them, unfortunately I can't :(
#9
I have been experiencing a high number of raids on cassandra, the difficulty easier than rough. Around 1.5 raids a week though they have been small for the most part. The AI uses their weapons pretty effectively and is capable of using sappers against mountain rock deposits in a way they don't seem to do in vanilla A16 making them very dangerous against mountain bases.

However one and a half years in I have not seen a single trader! If seeds were still limited my colony would have certainly died before the first year. If seeds get brought back in you should probably start with 200 Potato Seeds in the default scenario.

Speaking of potatoes, they last a long time and nobody cares about eating them raw (try it in real life some time, you'll feel like going on a mental break) so there's no point in cooking meals that don't provide a lot of joy.


This seems unintentional.
#10
Some of the Primitive Flooring floors using Hay seem OP, 3 Beauty for 5 work and 4 Hay is really really cheap and easy to build compared to other floors.

It is super fast to build, works outside and is not flammable, none of which is true in real life.

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Smelt Metal From Weapon at the Weapon Crafting Workbench does not allow you to disassemble guns, only turrets, melee weapons and bows. I don't understand why I can disassemble a Howitzer, but not a pistol.

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The Wood Log Totems (?) that spawn on the map at start in the default scenario have the wrong height, chunks will appear on top of them if one tile above or on the base of the totem. Maybe that's just how "tall" objects work and I never noticed, it seems to be affecting the tree as well, maybe it's an issue with chunks?

http://image.prntscr.com/image/2fd442a8d26a4724a26deb2edb912c05.png

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Clay Bricks don't appear in the Stone resource inventory on the left side of the screen. Not sure if intentional.
#11
"Warning: the unknown spacecraft" event needs a better translation, and should maybe be a yellow or red alert on the bottom right instead of top left (unless it cannot land on your base)

It also may be happening too frequently, I've had two in the span of a few hours but that could be by chance.

It's like a much cooler version of "a chunk of spacecraft has fallen near you" or whatever the vanilla event is.
#12
Okay cool, thanks!

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http://image.prntscr.com/image/5041160471f748d49afc80eed040c7b5.png

I got a replacement colonist joining after one was killed and one injured by Animal Hunting, he lasted 15 seconds before being eaten by a pack of Lacosodiles.

If they weren't charging 200 tiles across the map I wouldn't mind, but you can't avoid them, and it makes farming kind of impossible.

I guess I can slowly build a fence at night and enclose my farmland and never go outside, maybe they'll kill all the raids who come to attack me at least....? XD
#13
Okay, so there were four folders from the master download that are not on that list/in the mods folder.

Should I just delete them? Or do they need to go somewhere else in the game folders outside of the mod folder?
#14
I believe that is what I did.

Edit: I'll double check

Okay that is not what I did, should I just delete those files?


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In other news, I can't find where I make pemmican now that I researched it and Animal Hunting triggers constantly and is really overpowered, I cant send my pawns outside without them being attacked by multiple leopards and lacosodiles endlessly. They aggro from the other side of the map, it's insane and possibly unplayable unless I alter the scenario to start with heavy weapons.
#15
Where am I supposed to put these folders?

http://image.prntscr.com/image/96c7be0dac8b4cde903974e0ae3f114c.png

I put them in "Mods" with everything else like I thought I was supposed to but that seems wrong, keep getting these errors though the game seems to run fine anyways.