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Messages - zenfur

Pages: [1] 2 3 ... 9
1
Releases / Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
« on: September 20, 2015, 05:33:21 AM »
Yeah. To be honest, I also don't like limiting population, but it would solve the problem :)

2
Argh... I consider making a guide-graph in inkscape to answer all these questions "How I produce this and that".

I'd include also some helpful info for amounts of resources each industry takes. Would you like something like this?

3
Outdated / Re: [A12] Combat Realism v.1.3.6 (17.09.15) Centipede rebalance
« on: September 20, 2015, 05:24:08 AM »
I personally don't care how many people play my mods or mods I worked on, it's not like it ultimately matters and there's really no use to
you as a mod creator to include your mod in Ultimate Overhaul - since nobody feels inclined to comment on the mod itself (but rather on the modpack as a whole) you don't get anything useful out of it.

I think you're wrong with this one. I have played both hardcore and U.Ovh. modpacks and thanks to them I got to know many mods. The feedback about changes/bugs I directed directly to the mod creators of the content I liked. Also I've learned about many mods existing mostly thanks to the modpack(s) and its credits list.

In my opinion instead banishing NineFinger (which does lots of work to update other mods everytime new alpha is released) for getting donate button of his own, get donating option yourself! I'd be glad to give you a little something for these awesome mods like combat realism :) I have nothing against modders getting donations for the work they have done. I guess what you have the biggest problem with is the fact that Ninefinger gets such popularity and recognition for mostly aggregating other people's work.

Also maybe you could agree to support compatibility for share of the donations?

4
Ideas / Re: Animal Quick-Flick
« on: September 19, 2015, 03:54:01 PM »
I agree with animal cycling. Although, as there are only 4 training options, they (with progress) could be reachable directly from animals tab. It would be great if they were manageable with such ease as restrictions.

5
Ideas / Motivation boost when in extremely good mood
« on: September 19, 2015, 03:51:30 PM »
I think that keeping colonists in very high mood should make them work more efficiently with more motivation opposed to mental breakdown. Like + 30-50% global work speed, -15% aiming time, +20% movement speed

6
General Discussion / Re: Anyone else think getting the flu sucks?
« on: September 19, 2015, 01:28:06 PM »
Supa-easy way to deal with ship events:

1) surround a ship with a wall in battery shape - tightly leaving 1 space next to it.
2) make a colonist throw a grenade at the wall (repair if misses) - keep doing until he misses and aggroes the mechs from the ship
3) all mechs should wander in that 1 spot you left
4) prepare a position to fight with them or wait for raid to release them to fight with raiders
5) kill them with EMP & aoe dmg such as grenades

well... another way is to grab bunch of sniper rifles and outrange them

7
Releases / Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
« on: September 19, 2015, 12:02:51 PM »
Yeah, I agree with David. The issue is, that fishing (assuming you have a pod large enough to have fishing piers) in comparison to hunting:
  • is safe
  • is reliable - fish never run out
  • is on spot - you can set up kitchen/base right next to the fish source so it saves a lot of time walking
The only hunting advantage over fishing is that you get extra $$$ for leathers.

I've had around 7-9 fishermen single handedly feeding 110 colonists + 50 prisoners colony on the desert, while with hunting it would never be possible.

Also in my opinion hydroponics completely sucks in comparison to fishing: it requires tons of time, tons of food and power to brew single fish, while fisherman would get tons of them.

I could suggest 2 solutions for tuning fishing down:
  • make chances of catching better fish (tailteeth) much more dependant on the fishermen' skill and tool type/quality. Make it so that it's much more difficult to catch something big with primitive tools or fishing skills, while masterful fishermen could fish better than current ones
  • possibly add fish population mechanics in fishing piers which would affect fishing chance and regenerate faster the bigger the water reservoir is.

btw: here's the colony: https://ludeon.com/forums/index.php?topic=2824.msg160798#msg160798

8
Hi I downloaded this pack the moment I saw EE using it. I love it so far but i've run into a problem that makes it impossible for me to go much further. I have not been able to find a way to fix it either.

My colonists go about their lives working and researching and then just....stop. One by one they all just stop moving. Time passes, the restrictions ive set for them go by but they just keep standing there. Doing nothing.

I have no idea why they are doing this and I cannot find any fix for it. Please help. I've had fun with the short time I've used this mod pack so far.

I have attached a screenshot of the colonists frozen in place. Occasionally one might run over eat something and then continue standing. But mostly they stand there till they fall over from exhaustion then stand back up to continue staring at the wall.

Looks like infusions are causing you a problem. Try starting a new world/colony after disabling them in mods options while you wait for fix :).

9
Also I'd be thankful if someone could translate changelogs :)

I specifically overworked this 2 weeks... Done so much.. I don't hype .. if I say that i worked for 12-14 hours every day for this 2 weeks... there are no forces for translation, may be later.

the game has become more friendly to the player. It was the main focus for 2.2.

I wasn't asking you, sky. I was asking any russian-english speaker.

10
Releases / Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
« on: September 19, 2015, 07:52:53 AM »
Hey there!

I've playtested my milkor suggestions and it feels better. I like 3-shot one the most. Check it out if you want and apply the change :) If you want to keep this one as well I suggest adding http://www.kf-wiki.com/wiki/M79_grenade_launcher which would work as the old one.

My settings:
Code: [Select]
<ThingDef ParentName="BaseBullet">
<defName>Projectile_MilkorMGL</defName>
<label>MGL grenade</label>
<projectile>
<speed>50</speed>
<flyOverhead>false</flyOverhead>
<damageDef>Bomb</damageDef>
<damageAmountBase>40</damageAmountBase>
<explosionRadius>1.4</explosionRadius>
<!--<explosionDelay>90</explosionDelay>-->
</projectile>
</ThingDef>

<ThingDef ParentName="BaseHumanGun">
<defName>Gun_MilkorMGL</defName>
<statBases>
<MarketValue>1900</MarketValue>
<AccuracyTouch>0.90</AccuracyTouch>
<AccuracyShort>0.60</AccuracyShort>
<AccuracyMedium>0.30</AccuracyMedium>
<AccuracyLong>0.20</AccuracyLong>
<RangedWeapon_Cooldown>2.5</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Projectile_MilkorMGL</projectileDef>
<ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer>
<warmupTicks>280</warmupTicks>
<noiseRadius>4</noiseRadius>
<forcedMissRadius>1.5</forcedMissRadius>
<range>40</range>
<minRange>5</minRange>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<soundCast>RF_ShotMilkorMGL</soundCast>
<muzzleFlashScale>14</muzzleFlashScale>
<burstShotcount>3</burstShotcount>
<ticksBetweenBurstShots>20</ticksBetweenBurstShots>
</li>
</verbs>

11
I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?

I think it was because of issues with Combat Realism and sky wanted to make release as quick as possible. I think he'll work on this compatibility in next release.

I confused Rimsenal with Rimfire :(

Also I'd be thankful if someone could translate changelogs :)

12
recently i got a very irritating bug. since the A12 update of this modpack my colonists started to become invisible. they are there, they are clickable from the interface and they are doing their jobs and all, but i don't see them. not even their names. the only time they become visible is when they sleep but even then, their names arent. is anyone else getting this bug? any solutions? i tried to make an  unmodded colony just to check if it's maybe a game bug instead of mod bug, but with unmodded colony everything works as intended. can provide screenshots if needed, but you wont see much :P

EDIT: forgot to mention that they dont start as invisible, after some time their models just dissapear. also, not all colonists become invisible. 2/3 most of the time.


it can happen when your colonists are too fast. When moving around 14 c/s or higher (some bionics, 144% ground, teleporting/gravity apparel, caffeine buff). If you want to prevent that, you have to slow them down.

13
you have to have the material you want to make it from in your stockpile, it's a rimworld thing.

No. I can't even open the list of all materials. This happens no matter which mouse button I press (picture below).

Just get 60 wood planks and you will be able to. You don't have ANY resources it can be built from in your stockpiles, thus it says you don't have them.

14
I noticed you can't no longer heal scars with biomatter, bug?

EPOE was updated poorly, thus it was lost. It's gonna be fixed next version.

Hello altogether,
probably a dumb question but i have absolutely not been able to find an answer to this:
What are the requirements to build integrated cirsuits?

Electronics table in Hi-Tech table. You need copper parts, sand, wires and spare parts for them. To be able to build electronics table you need to research crafting I believe. Maybe also first level of power/construction.

@edit: is Tuff luck going to be updated?

15
Bugs / Re: Bodies Not Rotting In a Grave
« on: September 09, 2015, 03:54:18 PM »
Gentlemen, God works in mysterious ways.

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