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Messages - CrownBee

#1
Quote from: 1000101 on July 15, 2016, 02:15:21 PM
It's a pity that PC won't move forward.  I can see the other two mods (the colonist bar and mod order) and A14 has that functionality built into it.  The scenarios are sort of like PC but it would have been nice to tweak of the pawns instead of spending 20+ minutes rerolling pawns until you get ones that aren't total crap.

Anyway, good luck in your future endeavours and thank-you for your mods.  PC and Colonist Bar have been some of the best QoL mods and I'll miss PC.

This, 100 times, this!

I'm going to miss my 4 starting colonists, they've been in every single colony I've made since A11.

Seriously though, thanks for all of your hard work, PC has been a must-have mod for me, and has provided a huge amount of replay value to the game with different start scenarios.
#2
Quote from: EdB on July 15, 2016, 01:31:12 PM
A quick announcement:

I will not be updating the Mod Order mod for Alpha 14.  Because the mod screen in the vanilla game now includes the ability to re-order mods, we should not be losing any functionality by this mod's absence.

Thanks to everyone who's used the mod.

EdB,

Thank you so much for this mod! I think it is the highest compliment to have your mods integrated into the core game.
#3
Quote from: Oragepoilu on July 15, 2016, 11:35:49 AM
I have two things that give me some trouble, though :
-People using ATV often get stuck in a loop when trying to haul debris. Can be helped by disabling debris in the ATV.
-I just made some short bow and arrow for my 4 guys, meanwhile a crashed ship spawn on my map (and triggered by a lost bullet -_-) near my only entrance (but not enough close to attack my base).

Scyther are extremely OP. At short range they instant kill or incapacitate all the time, at medium range people stay a bit around them but can't deal enough damage, and at long range, well, I have yet to get anything long range to try. As the charge lance have 120 range anyway, I don't think it's an option. (I would miss too often)
They are 3, heal over time, too much resistant to die even if only one is focus. Bow, crossbow, arbalest do nothing against them so I'm stuck with the Psychic drone though, waiting for them to run out of ammo (130/200 left for each scythe).

If someone have an idea to deal with them, I'm listening. In case it happen to someone else ... just reload, don't try to keep on like me xD

Anyway, beside this I enjoy a lot. I didn't go further than the moment where you need books for your research in my last game, but was still a good game.

Mechanoids are super tough to deal with early in the game. You pretty much need to get cannon before you have a chance of hurting them. I think this is why Jack created the "nice" versions of the storytellers, so you have a much reduced chance of the RNG bringing in Mechanoids until your tech level is high enough to deal with them.

There are some tricks to deal with them:

Try to get other raiders or visitors to fight them for you.

Steal higher tech guns from raiders, or buy them from traders. I used to use prepare carefully to launch my colony with an assault rifle or two (if I could afford the points) specifically for emergencies like this. I'm now experimenting with just bringing knives, and I have yet to run into a scenario like you describe, but it might just be luck.

Construct traps / defenses, then lure the scythers in. This is difficult if you are not very high-tech, but I think a polybolos will damage a scyther with a direct hit.

Good luck!
#4
When playing this mod, Rimworld hard crashes randomly after I build / buy robots. Does anyone else have this problem? For me, it tends to crop up every 3-5 days in game, and I think it happens whenever there is a conflict between robots, because it is somewhat random. I don't even know how to provide more information, as the whole game just locks up and dies....
#5
I started a log for patches of CR. The link is here:

https://docs.google.com/spreadsheets/d/1lKuwon7S8XBzNHQDeLaiCSJzb0Oqh9eM9EV3ok3DViI/edit?usp=sharing

If you post a patch to CR, please include it in the log, so Skullywag doesn't have to sift through the thread to find the patches.

I only found 3 patches
#6
I've noticed some issues with the tech tree. It's so complicated I made a better diagram to show dependencies and costs, as well as spreadsheet to make notes:

Research tree as a PDF:
https://drive.google.com/file/d/0B7EZO5VMA-sdT1llWEpGdXk1NXc/view?usp=sharing

Research spreadsheet:
https://docs.google.com/spreadsheets/d/1jX0kT7oQq6cieFMlB9jWjRRoWSsxa5HzErcDNGag-8o/edit?usp=sharing

My suggestions follow some themes:

I love the marathon game feel, so I would like to accentuate that more. I think that reference books should not be able to be written by the colonists (they should represent outside knowledge). This will stall the tech growth in the Industrial Revolution / Cowboy Era until enough books can be accumulated.

After that, I think the next hurtle should be getting beyond the "modern" era. I think a multi-analyzer should take plasteel, silver and an AI core. The key ingredient is the AI core, which represents  the supercomputer that the colonists are using to aid them with their research.

In the research tree, I showed the different eras so that I could visualize their costs and research requirements. The only exception is Computing, which can't require an advanced research bench (which it unlocks). I also suggested moving some techs & renaming them. If there is interest, I will update my diagram to continue to show the current tree.

Jack, I hope you will take this with the spirit of cooperation with which I wrote it. I'm not trying to tell you how you should write your mod - I would love to help you iron out the bugs, streamline the process, and increase the game balance at each research level!

I'm also happy to help you with tech descriptions at each level so that they have a standardized layout / info. Let me know what would be the best way to go about this if you are interested.
#7
Some more strange behaviors I have found:

There is no benefit to "reclaiming fabric" from any level of tools. The work is performed, but nothing is reclaimed. I'm guessing that's because tools are made of wood + metal. Can we make it so we just get the metal back?

Replacing someones arms with bionics makes them unable to wear tools.

As someone pointed out above, when a siege happens, the raiders really need to spawn with tools.

Is there a way to guarantee that some gold spawns? I found myself mining out an entire mountain while technologically stuck because of a lack of gold for a multi-analyzer. I eventually hit a pocket of gold, which was enough, so maybe this is intended?

There are some discrepancies in the tech tree, especially higher up. For example - computing and advanced computing can be unlocked without display technology. There are also several production benches that unlock too early, but I didn't write them down, so now I can remember which. For advanced bionics, I never got the advanced 3d printer to unlock.

Wishlist: make more than one component at a time with the 3d printer. Maybe unlocked at a higher level of tech? Last time I ran into a wall with components, this time I ran into so many machinery pockets I was able to build the 3d printer no problem. There are some benefits to mining out a mountain.

Also, space traders are very few and far between. This makes the hyperspace transponder worth the energy cost, but I get maybe 1 space trader / year without it. Is this as intended? Another wishlist item: as soon as the hyperspace transponder is charged, it should call for a ship. Right now, there doesn't seem any point in waiting, as the ship type it calls is random anyway. That would be a great trade-off (and option to be able to choose) - call immediately for a random ship, or re-roll for a random ship every 24 hours until the ship type selected is found and guided in.
#8
My comments fall into a few categories:

Mod compatibility:

  • The hospitality update actually messed up this mod for me. Not sure why, but now all the visitors exit as normal, but "go missing in my territory". I didn't get this with 13, but now I'm getting it with 13b. I'm going to try reverting to 13 and see if that fixes my issue.
  • I can't get the no_cleaning mod to work with this one. Am I doing something wrong, or do they conflict?

Strange behaviors with this mod:

  • Colonists that get scared under fire will "take cover" by running out from behind the embrasure and laying down in the field in front of it.
  • I'm seeing the hauling loop that others have already reported. There seem to be 2 things that break it specifically:
    • when using a cart and the target zone isn't big enough for everything (already mentioned)
    • I see another one, where a hauler with a cart will go around and around in circles, redistributing stuff in the zone.
      I have noticed that using this mod, haulers don't tend to prioritize partial stacks (maybe just haulers with carts?). This leads to my stockpiles full of partial stacks, which then triggers the redistribution loop.
  • The ammo storage container doesn't seem to count towards the colony inventory - I managed to make 2k .45 colt ammo and stuff it into an ammo storage before realizing that I was never going to hit the 200 limit I set
Tweaks / Wishlist

  • I personally would prefer it if robots didn't use ATVs, but I don't mind them using my carts. Both are a little silly - I personally think that robots probably shouldn't be able to use vehicles. If people like the feature, could we get a checkbox on the robots or on the vehicles that is just "allow robot use" or "allow vehicle use"?
  • I can't get Colonists to automatically take ammo out of the ammo storage. Am I doing something wrong, or is this broken?
  • Most weapons don't list what types of ammo they can shoot. I'm getting better about remembering, but on the first time around, this was really confusing. Can we add a blurb about what ammo each weapon can fire?
  • Breaking down clothing at the textile bench would be way easier if it was a consolidated to a single task at the textile bench. Inside that task (in the details) options to allow / disallow by clothing types, wear and quality. This would really speed up setting up and managing these tasks.
  • Similarly, smelting ammo would be way better if handled with a separate task from smelt weapon. Currently, smelting ammo results in x1 of that ammo being smelted down. I think it would be plenty balanced to be able to smelt ammo down by whatever size stack a colonist can carry, and yield 75% (or whatever is standard for deconstructing) of the metal resources that went into that ammo.
  • Finally, several late game objects do not create a "work in progress" item when they are started crafting (skydrill and drill head specifically, may be others). This means that they need to be crafted all in one go (or without any other colonist touching the materials during crafting), which is difficult to do. Also, the skydrill specifically says "crafting personal shield" while being made

Let me end by saying again how much I enjoy this mod!

I would be happy to help collaborate on some of this stuff it that is possible - I could standardize the gun text and add what ammo is usable if you let me know what format to use!
#9
Thank you so much for making this mod, it's superb!

My first suggestion would be to add the ability to smelt old ammo back into metal in bulk. My guys will spend forever smelting 1 arrow into 1 steel over and over...
#10
I don't see a link to download this mod on the first post, and I can't find it at Nexus Mods either. Can anyone link me to this mod?

*Edit* After posting this, I found it. In case anyone else is having similar difficulties, there are really small links under the creative commons license in the original post.