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Messages - Sieppo

#1
Is there a way to make schematics and schematic bundles?
#2
Quote from: Sieppo on June 17, 2016, 06:32:13 AM
Quote from: Grogfeld on June 17, 2016, 06:27:37 AM
U la la, Sieppo, you really shouldn't install so many mods. Jack added and adjusted many mods so they feel better in long gameplay. It's really important to play it only as it is and maybe install mods that improve UI.
Here is my mods that shouldn't conflict with game notice Hospitality (new beds only for visitors, visitors can be recruited and help to improve relations it's CR compatible):
   
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBColonistBar</li>
    <li>ARBRealisticResearch</li>
    <li>Hospitality</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>HaulPriorityLiteFull</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Fluffy_Tabs-13.0.1.2</li>
    <li>EdBInventory</li>
    <li>EdBModOrder</li>
    <li>Rimusic</li>
    <li>StorageSearch-master</li>
    <li>EdBPrepareCarefully</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>TRCaravans</li> 

As you can see there are no additional game changing mods.

VERY IMPORTANT:  Almost all mods from your list are in this mod, but are hidden in research tree. Your first gameplay should be with raw ARBRealisticResearch. Look into assemblies folder and remove all this mods,that you installed that are in this folder but really try ARBRealisticResearch without additional mods, add maybe only this that I presented because they help and not change gamplay. :)

Loadout Generator is from CR, probably one of mods have conflict with it.

Thanks! I removed rimfire and still problem with loadout. Will now remove more of the mods and try again.

Removed all other mods than this one and it works. Should have done it in the first place. Sorry to bother you :)..
#3
Quote from: Grogfeld on June 17, 2016, 06:27:37 AM
U la la, Sieppo, you really shouldn't install so many mods. Jack added and adjusted many mods so they feel better in long gameplay. It's really important to play it only as it is and maybe install mods that improve UI.
Here is my mods that shouldn't conflict with game notice Hospitality (new beds only for visitors, visitors can be recruited and help to improve relations it's CR compatible):
   
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBColonistBar</li>
    <li>ARBRealisticResearch</li>
    <li>Hospitality</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>HaulPriorityLiteFull</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Fluffy_Tabs-13.0.1.2</li>
    <li>EdBInventory</li>
    <li>EdBModOrder</li>
    <li>Rimusic</li>
    <li>StorageSearch-master</li>
    <li>EdBPrepareCarefully</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>TRCaravans</li> 

As you can see there are no additional game changing mods.

VERY IMPORTANT:  Almost all mods from your list are in this mod, but are hidden in research tree. Your first gameplay should be with raw ARBRealisticResearch. Look into assemblies folder and remove all this mods,that you installed that are in this folder but really try ARBRealisticResearch without additional mods, add maybe only this that I presented because they help and not change gamplay. :)

Loadout Generator is from CR, probably one of mods have conflict with it.

Thanks! I removed rimfire and still problem with loadout. Will now remove more of the mods and try again.
#4
Quote from: nakie on June 17, 2016, 04:34:11 AM
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.

Mod order should be ok. CCL is loaded at number two. I deleted everything and now the world was created, just not on the default size. If not working, Ill check the edb mod order out. Thanks again for the help :)!
#5
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 :((..
#6
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..
#7
Quote from: Grogfeld on June 16, 2016, 05:09:12 PM
Quote from: Sieppo on June 16, 2016, 02:48:31 PM
Thanks for the answer! I did not install combat realism. As far as I remember (the game is on my other computer, cannot check now). Are you sure it's not partly a part of this mod? I found about the loadout with searching but it did not work. The colonists did not pick up any ammo regardless of loadout. The mod-combination must be broken somehow :/..

CR is in this modpack. Jack, just integrated every mod he wanted into one folder, you can see this in assemblies folder, there are all .dll files from different mods also first page has BIG FAT WOT (wall of text ;)) with description of every changes to integrated mods.

For me loadouts work really well, have you make them with tutorial from post I pointed out? Pawns do take stuff if they aren't draft. Draft, basically, is manual control over colonist so they do EVERYTHING that you say to them, except when they are suppressed and searching for cover and run in front of the bunker ;)

Quote from: Sieppo on June 16, 2016, 04:16:47 PM
I also noticed that some weapons show the box for ammunition next "draft" and some not.

Could you tell which one? Bows and other one-shoot weapons doesn't have this texture.

Basically, this mod should be played as it is delivered so if you're using other mods there could be problems.

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.

EDITEDIT: I added another picture of what seems to be a some kind of error with a colonist that arrived. Its about loadout - Loadout generator.

[attachment deleted by admin - too old]
#8
I also noticed that some weapons show the box for ammunition next "draft" and some not.
#9
Thanks for the answer! I did not install combat realism. As far as I remember (the game is on my other computer, cannot check now). Are you sure it's not partly a part of this mod? I found about the loadout with searching but it did not work. The colonists did not pick up any ammo regardless of loadout. The mod-combination must be broken somehow :/..

Part of this mods description:

"Combat realism: All the buildings ported over to inherit the damage values from CR, all the weapons and turrets ported over (all the turrets are craftable and minifiable, and have to be placed, and you can take your cannon and your gatling gun over to the ongoing siege and give 'em hell), boomalopes now drop chemical sacs that ignite at 21 degrees and ultimately explode, keeping the vanilla threat while providing you with a source of FSX if you can get the sacs, there are bunches of new ammo, etc. etc."
#10
I started a new game with A13 after some time and some mods including this one. I seem to have ammo now. And stone arrows for example. The problem is, that my colonists seem not to know how to use them. Is there a trick (maybe a quiver etc)? They just go hunting for example with the short bow and leave the arrows on the stockpile..
#11
That did it! Thanks for the help!
#12
Quote from: Igabod on January 25, 2015, 03:26:09 PM
check to be sure you have the areas set as a home region. you may have accidentally turned off automatic home region setting in the lower right corner right above the overview buttons. If that doesn't work then turn every job to a lower priority than cleaning (make cleaning a 1 and everything else a 2 or lower) for one colonist just to test. If that colonist still won't clean then you have a bug. If he does clean then you just need to review the priorities setup for your colonists. Once I have everything working pretty smoothly with around 6 colonists I set everybody to a priority 1 cleaner and they keep the base clean pretty easily and get back to work on the other things pretty quickly. The interesting thing is I almost never have my guys main job set to priority 1. I reserve priority 1 for the first 4 jobs on the list and the last 2 on the list. The main job for each individual colonist is usually set to a 2 (unless I really need them to get it done quickly, then I set it to a 1 till I get what I need and drop it back to a 2). Figuring out the priorities settings in the overview panel can make a huge difference in your amount of success with this game. And don't expect that you'll be able to set them up once and then forget them either until you have a huge base full of colonists. Early game priorities are always fluctuating for me.

Damn, didn't even know priorities exist :D. I will try these now, thanks!
#13
Quote from: Dragkey on January 25, 2015, 11:10:50 AM
Turn off everything but cleaning for someone

I pretty much tried it by not issuing any other tasks and unless its the absolutely last thing people do then there's a bug. Would not like to really set everything else off since I would have to put them back. I did not have this problem in my first game :/..
#14
Hello everyone! I'm playing my second game and have not seen a colonist clean floors once. Everything is covered in blood and looks like straight from a Fallout-game and this is having a pretty bad impact on everyone :(. I have the following mods installed (I got some error in the beginning of the game, did not relate straight to this problem, I recollect correctly) and did not have this problem in the first game. Is some of them known to create this?

AdvancedLamps
AlphaMuffalo1.5.2
AnimalHideWorking
Apparello
AutoHuntBeacon
BattleStations
Biodiversity
BrainSurgery
CentralHeatingMod
Core
CryptoHax
EdBInterface
Guns+
MoreFurniture
Norbals
SurgeryExtendedAndBionics