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Messages - 25wes25

#1
Quote from: Spectrea on December 26, 2017, 07:16:49 AM
Im about 3 months in to the game in and still struggling to find the ingredients for explosives and bombs. Blazebulbs as far as i understand it make Promethium, for how difficult they are to grow in terms of power and length of time Promethium is useless everything requires FSX and to a lesser extent Chemfuel.

FSX is a nightmare. Google is no help with this at all i have no idea how to get it efficiently, no trader sells it and the only source appears to be boomalopes? of which i have one. I was honestly expecting the Blazebulbs to yield it.

Its extra annoying because to create mortar shells requires 5 of these suckers. When you reload a game every spare shell of "81mm HE" you have in stockpile reverts back to vanilla "high explosive shells" :o

Using the Beta b18 version above.

If my memory serves me well, boomalopes produce FSX. It's useful to keep a pair around to stock up.
#2
Bugs / Re: (A16 unstable) - Save Game Error
December 13, 2016, 03:45:29 AM
Getting the same error, save and quitting to main menu while on perma death mode. However it appears to save anyway when I restart and am able to load the save just fine, although it does the same thing if you save and quit to menu again.

I'd attach a log but the game didn't generate an output log, I'm guessing because it doesn't crash it just freezes although clicking in the bottom left prompts some more errors of the same type that disappear. The error requires you to manually end Rimworld's task. Just restarted the game to make sure everything is clean and it is, same error.
#3
I've found Ion Charges for charge rifles with burst or auto the absolute best weapon against scythers. Charge rifles are love, charge rifles are life. I usually just blow centipedes to hell with HEAT rounds from my RPG.
#4
Love the new relations ui! Being able to drag colonists and factions around is so entertaining, it's like a minigame for me now haha.
#5
Quote from: dareddevil7 on April 29, 2016, 09:15:48 AM
Quote from: IgorKeefe on April 29, 2016, 09:02:21 AM
@SteelRev I don't play with Hospitality at the moment

@dareddevil7 My colony manager usually has a task to hunt larger things up to 1500 meat, and one to hunt smaller things up to 250 meat. It's more or less a "necessity" if animals are scarce and you still want to, well, not only live of potatoes.
Why not only live off potatoes though
The Irish...
#6
Quote from: Krutchen on April 28, 2016, 06:55:16 AM
I think that maybe the Great Bow should have superior range and maybe accuracy to the short bow, and an adjustment to the warmup based on that.
I think the great bow should definitely have more penetration than it does since the velocity of the arrow is significantly greater than the short bow. That way a much faster flying arrow from a great bow could actually pierce a target's synthread at the same distance as a short bow can't.
#7
Quote from: The_Haminator on April 27, 2016, 12:46:26 AM
But it DOES say it's version 1.6.1 when I click the info button for Combat Realism Core in Ebd's mod order. Does it say that for yours?
Yeah, that's no biggy though. NIA must have just forgot to change the version number, the changes are in there though.
#8
Quote from: The_Haminator on April 27, 2016, 12:36:18 AM
Combat Realism Core is what it's calling 1.6.2 in the mod order for me. I removed previous versions. I'll try reordering the mods and see if that works out, thanks for the reply.
Huh, you're right my bad. I had my mod folder open, not the in game menu. Still though I believe the null being generated was fixed in 1.6.2, so I can't help you out if it wasn't simply your mod order.
#9
Quote from: The_Haminator on April 27, 2016, 12:08:29 AM
Here's my error log showing mods and order as well in case that helps.
http://imgur.com/v5IscrO
From what I can tell you're still using Combat Realism Core, not Combat Realism 1.6.2 (The most recent update). Also your mod order should be as follows:
Core
CCL
Combat Realism 1.6.2
Rimfire 2.0 Combat Realism
Everything else. Don't load EDB's stuff before the 'core' mods.
#10
Quote from: Arrowstar on April 26, 2016, 10:11:05 PM
I'm on A13 using CCL, Combat Realism 1.6.2, Combat Realism Defense (possible source of the problem?), EdBPrepareCarefully, EdBColonistBar, and Expanded Prosthetics.
Well for starters Combat Realism Defense isn't updated (He's working on getting the turret to use ammo properly) so remove that. You'll also need the EPOE Combat Realism patch, It's on the first post under patches/compatibility I believe. Make sure you have the patch after combat realism and EPOE in your mod order.
#11
Quote from: nuschler22 on April 26, 2016, 07:40:27 PM
I'm using this with RimFire so maybe there is a conflict.  I might try using just this.
Here's the patch for combat realism and rimfire: https://ludeon.com/forums/index.php?topic=9536.msg212677#msg212677
Load it after combat realism, and don't use the non combat realism rimfire mod. It should work since my accuracy is fine.
#12
Quote from: jackarbiter on April 26, 2016, 12:30:37 PM
It's like using mod organizer (where you define orders of textures/esps) rather than like installing mods manually. In rimworld, tick them in order in the mods menu in the main menu of the game, they'll number themselves in the order that you tick them. Make sure to restart the game after opening the mods menu.
Yeah I understand that, It's just a little bit different than Bethesda's setup where any mod 'core' goes above anything else related to that mod, while anything affecting that core goes above not below. For example a patch would be above either 2 core mods or between them, never after since they overwrite the cores when they build.
#13
Quote from: NoImageAvailable on April 26, 2016, 12:14:49 PM
Just looking over your mod order I can already see several issues. For one, you are loading both regular Rimfire and the CR version when you should only load one. You are also using the A12 version of BackstoriesCore and loading the CR EPOE patch before EPOE itself. Try fixing those issues and if the problem persists see about disabling a few mods at a time to narrow down which one is causing the issue.
Huh, I thought the list was like Bethesda's use of ESM's and ESP's which over write so I assumed EPOE patch overwrites EPOE enabling the patch. Plus i thought Rimfire's CR was a patch, not a stand alone version. As for backstories well I'm looking at the download and it's from April 16th haha not really sure how I goofed that one. Thanks for the quick reply, hopefully it's just order issues and not mod incompatibilities. The weird part is I get no errors in the console, and am able to load saves up till a random point with the current mod order.
#14
Crashing on loading a save mod order (Output linked below):
         <li>Core</li>
         <li>Community Core Library</li>
         <li>Community Core Library - Vanilla Tweaks</li>
         <li>CombatRealism-1.6.0</li>
         <li>Rimfire 2.0</li>
         <li>Rimfire 2.0 for CombatRealism-1.6.0</li>
         <li>CombatRealism EPOE</li>
         <li>ExpandedProsthetics&amp;OrganEngineering</li>
         <li>Apparello</li>
         <li>EdBModOrder</li>
         <li>EdBColonistBar</li>
         <li>BackstoriesCore-12.0.0</li>
         <li>EdBPrepareCarefully</li>
         <li>More Factions Spawn</li>
         <li>AllowTool</li>
         <li>LT_ADogSaid</li>
         <li>AnimalHideWorking</li>
         <li>BetterCoolers-BetterCoolers1.1</li>
         <li>BetterVents-BetterVents1.1</li>
         <li>ED-Plant24H</li>
         <li>Embrasures-Embrasures1.4</li>
         <li>LDAreaRugs</li>
         <li>RW_Blueprints-0.13.0.1</li>
         <li>RW_Manager-0.13.0.2</li>
         <li>RW_EnhancedTabs-0.13.0.1</li>
         <li>ExtendedMedicine-ExtendedMedicine1.2</li>
         <li>ExtendedStorage-ExtendedStorage1.4</li>
         <li>RW_FluffyRelations-0.13.0.1</li>
         <li>RW_FollowMe--0.13.0.1</li>
         <li>HydroponicRoom</li>
         <li>RW_MedicalInfo-0.13.0.1</li>
         <li>MedievalShields-MedievalShields1.7</li>
         <li>MeteoriteEvent-MeteoriteEvent1.1</li>
         <li>Modular Tables</li>
         <li>MoreTradeShips</li>
         <li>PackMuffalo</li>
         <li>kNumbers-0.4.1-A13</li>
         <li>PowerCell-PowerCell1.3</li>
         <li>PowerSwitch</li>
         <li>RazorRain-RazorRain1.1</li>
         <li>Smart Bears</li>
         <li>Stonecutting Tweak</li>
         <li>VeinMiner</li>
         <li>T-ConditionRed</li>
         <li>T-CoreCropTweaks</li>
         <li>T-ExpandedCloth</li>
         <li>T-ExpandedCrops</li>
         <li>T-MiscStuff</li>
         <li>T-MoreBedsVanilla</li>
         <li>T-MoreFloors</li>

[attachment deleted by admin - too old]
#15
Quote from: jackarbiter on April 26, 2016, 01:58:15 AM
never close your game ever again
Wise words to live by.  ;D