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Messages - Rekxar

#1
Outdated / Re: [A13] Mod MEGA PACK
May 29, 2016, 03:36:05 AM
Quote from: Undecided on May 28, 2016, 09:00:00 PM
Regarding the embrasure issue, can't get them to work even after overwriting the mods folder with the latest version. What submod specifically address the embrasure line-of-sight issue?

Edit: Copied Rimworld directory, so I could delete everything but core and make an entirely fresh install of nothing except the latest modpack. Still had the embrasure issue, oddly enough. Can anyone else verify whether embrasures work with the latest version?

Edit2: Issue seems related to range? Shooter has no line of sight unless three tiles away from an embrasure (that is, two empty tiles between the embrasure and the shooter). Anything closer and line of sight is lost. This is regardless of weapon type or target range.

I had this issue a week or two earlier, havent had it since. The issue was specifically with teenager (under 18yo) colonists not being able to shoot over them. I believe the game considers them shorter or something so they can't reach over the 75% required height to shoot. This is my assumption based on what I observed though and I haven't had the issue since not using anyone classified as a teenager
#2
Outdated / Re: [A13] Mod MEGA PACK
May 26, 2016, 04:06:13 PM
Quote from: crusader2010 on May 26, 2016, 01:11:27 PM
Quote from: Rekxar on May 26, 2016, 08:25:58 AM
Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic

Unfortunately I can't help with that since I have no idea what goes on behind the scenes. Got little time to start learning how to mod this game, and I cannot find any proper tutorials. Probably when the game goes out of alpha I'll tackle this "project", as I like coding in general...just need to learn this game's specifics.

Back on topic, you should probably contact the author of TradeCaravans (and/or other mods that add factions) and ask him about this issue. I'm sure some kind of check can be done to not send a rival caravan before the first one has left the map. Even so that, from what you are experiencing, it seems to imbalance the game quite a bit (even if it's a remote chance).

Oh I was never complaining about it, it actually works quite alright. I believe I read that the Trade Caravans author specifically wanted you to plan your caravans carefully so that no rival caravans get sight of each other and them being upset if they do is planned. I was more referring to the point that it actually almost never happens if you give the caravans some time and stagger them, at least the rivalling ones.

And ye, the mortars never do auto-aim, you gotta man them with a person and force shoot a target. The accuracy/shooting skill of the one manning it affects the accuracy of the mortar unless you use the super useful binoculars item.
#3
Outdated / Re: [A13] Mod MEGA PACK
May 26, 2016, 08:25:58 AM
Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic
#4
Outdated / Re: [A13] Mod MEGA PACK
May 25, 2016, 10:00:25 AM
Quote from: crusader2010 on May 25, 2016, 09:58:16 AM
Quote from: Fridolin on May 25, 2016, 09:30:20 AM
Some question about component factory.

How does it works?
I have no idea what I'm doing wrong..

You need one more hopper; the requirements are 100 steel -> 10 components.
Also, stopping the process is a bit quirky... you need to cut power to the factory and to deselect the steel requirements from each hopper; otherwise, it'll either keep on running, or you'll have hoppers with unused steel.

I just set the priority to low on the hoppers when not using it and it's off. Saves the hassle of finding the steel through the list
#5
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 08:21:18 PM
Made an edit to my previous post right after I posted it but for some reason forgot to press send.

Will you be adding Quantum Storage or any other storage mod to the pack?

I tested the regular hoppers with the Compressor, they did work minus a small hitch. When I put down a 2nd hopper next to it with a different resource (in this case granite in the first, plasteel in the second) the colonists would bug out and try to take the plasteel there, then drop it, stand around for a few secs and then try again. Would also generate a massive amount of stutter and frame drop. Fixed it by removing the 2nd hopper, however had the same hitch when I removed the granite from the first one and told them to do plasteel but that got resolved very quickly by prioritising the colonists to remove the granite first then haul the plasteel there
#6
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 04:18:55 PM
How can you use the reinforced stuff now btw if the ED - Autoloader doesn't work? Or does the compressor work with normal hoppers but just gives the message they're not connected anyway?

Also do you intend to add Quantum Storage or any other storage mod to the pack? Using it myself in addition as well as the Misc Robots. Find it annoying without all the extra storage space.
#7
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 06:34:14 PM
Yeah as far as stability goes, I've logged in more than 24 hours in a single game without any hitches besides the small minor bugs that are to be expected anyway.

Is the new pack compatible with saves of the previous version?
#8
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 10:44:27 AM
Also the cleaning bug you mentioned, it seems that the issue is specifically with rock rubble. None of the colonists are able to clean that up and indefinitely stand there attempting to. So it's not an issue with the cell but rather specifically that type of dirt. Not sure what it's caused by though
#9
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 08:29:14 AM
I did some testing with the issue where items get dropped when you trade. The caravans and random passerbys are absolutely fine. I believe it's the hospitality guests which you can trade with that actually consider their inventory so if they're overburdened they actually drop most of the stuff you sell to them or if they come into the map with too many items on them. Potentially exploitable I guess
#10
Outdated / Re: [A13] Mod MEGA PACK
May 16, 2016, 03:13:47 PM
Quick test between 2 pawns, can confirm that only specific pawns can't shoot properly. Without checking them all the ones that have an issue are Teenagers at age 17. Would they be shorter then?
#11
Outdated / Re: [A13] Mod MEGA PACK
May 16, 2016, 03:07:13 PM
That would make sense, thanks for the reply. I guess I'll have to test with different guns on the same pawn and then the same guns on different pawns.

Also without having to go to the mods page in case you know the answer, are missiles from rocket launchers supposed to pass trough the SIF shields and then explode in an aoe inside them? Not sure if I remember this happening when using those mods without CR and the patches but it makes shields obsolete in a way.

And ye the issue with the visitor traders dropping their stuff is happening because they lack the inventory to actually carry it away, that's quite an issue since you can just pick it all up and resell it I believe. They also sometimes drop stuff when entering the map for the same reason.
#12
Outdated / Re: [A13] Mod MEGA PACK
May 16, 2016, 06:30:09 AM
Awesome pack, really enjoying the comfort of just downloading one single pack with the mods organized.

I'm just encountering one major issue and not sure if it's been mentioned before but I'm guessing it's got to do with the CR or the patch for Embrasures. I find it often that some specific guns (not sure if all from the same pack) have issues shooting through the embrasures. They just stand there and wait to get shot from the outside. It sometimes works from very specific angles but not when the enemy is directly in front of the embrasures