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Messages - zzz1000

#1
Help / add/replace "Effecter" to hit
June 26, 2018, 08:53:28 AM
Is there way (without dll wizardry) to add something like this :
Quote<EffecterDef>
    <defName>ConstructDirt</defName>
    <children>
      <li>
        <subEffecterClass>SubEffecter_Sustainer</subEffecterClass>
        <soundDef>Interact_ConstructDirt</soundDef>
      </li>
      <li>
        <subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
        <moteDef>Mote_DustPuff</moteDef>
        <chancePerTick>0.035</chancePerTick>
        <scale>
          <min>0.9</min>
          <max>1.2</max>
        </scale>
        <rotationRate>
          <min>-60</min>
          <max>60</max>
        </rotationRate>
        <speed>
          <min>0.6</min>
          <max>1.8</max>
        </speed>
      </li>
    </children>
  </EffecterDef>
to bullet terrain hit  ?
#2
Quote from: yawningrover on August 07, 2017, 09:23:57 PM
after rimworld it forced us to change our play style in the game. we don't even think about it when we take a prisoner and harvest their organs until they die or get sold off.
I disagree with inicial premise, especialy "forced" part. I never did organ harvesting and never feel need for that. If I do not want to recrut prisoner I just release them.
On other hand pure min/max player do not see them as characters so ethics is just not involved.
Can it somewhat desensitize person to such stuff -  I'm doubt it, he can think so, but even if you killed thousands virtual people encounter of real death and corpses is very different experiens.


Quote from: Mday on August 08, 2017, 02:19:19 AM
I actually find it strange that pawns get debuff thoughts from organ harvest and etc. In a survival situation you will be grateful to any resource you can utilize. If that liver from a prisoner could save your family, you should be happy about the rare opportunity of possible transplant.


From your point of view killing and eating people if it needed for your survival is totaly ok, but historicaly lot of people, not all, do not see this as acceptable. So for humans is totally normal to be at least in some way concerned by this.
#3
Primitive weapons obviously bad against guns, strange if it was not this way.
Whatever happens, we have got
The Maxim gun, and they have not.
But recurve bow with even stone arrows or crossbow can kill early hobos if you carefull or impose close combat on them so they couldn't use their advantage, melee weapons can be very dangerous for gun wielder but that more risky
I do not know will that work but maybe if set maximum amount to zero for faction they will not be created at world generation. But you also need to remove almost all enemies - you can't win mechanoids with bows anyway.
About everyone allways have guns - I have different experience.
QuoteOne raid by an enemy with guns and that's it, your colony dies.
In my one colony that went for 5 years, every raiding party was loaded up with guns.
You seems confused in the testimony  - colony dies from every raid(they all with guns and one raid is that's it) but went for 5 years throght multiple raids (all with guns)
#4
I didn't noticed(maybe just do not noticed) any problems with dub's BH. Other than I replaced all iron ore to steelbars in recipes. All seems to work fine for me.
#5
You can assembly sniper weapons with metalworknig but for creating it componets yourself you need advanced weapon crafting
#6
Less shortsighted pawns with combatrealism(if they are) is not "imbalance" but in the spirit of general CR design, working right. It can be CR  unbalanced because of too short mod view distance, CR firefights have  different scale than vanilla.

But so far mod distance feels ok, maybe 30% increase can be better. Or even better "base view distance multiplier" and "overlay opacity"(for explored but not visible shade intensity) cosmetic option. Something, maybe Hugs Lib provide possibility for "mod options". Or just some xml
I personally never appreciate games shortsightedness (even if it needed for gameplay  not be able to see person standing in the middle of road twenty meters away never make sense )

Maybe it be intresting to experiment with obstacles(maybe reduction based on stoping chance can create intresting results) so jungle and desert have different feel. If it not perfomace hungry
Another thing is lighted tiles must use day distance rules if you understand what I mean ( http://imgur.com/a/HrEsJ )

One sort of incombatibles I noticed is manned turrets are seems like shoot to "hiden" targets(targets at the fog), I suppose it's because RFoW do not understand such animal so do nothing with them or maybe it something else
Another thing is I have siege(and this was scary) but shortly after arrival they are "started assault colony"(like when you start killing them) instead of making siege camp, It can be related or not to that mod because I have no idea what they did in the fog and my game have sometimes  troubles with sieges even without fog, I find their meals not far from map border but nothing else and do not know what happened(can mod prevent placing building blueprints in the fog for them?). need some transparent fog debug mode.

Other than that In my short test all works well, looks like robust system you have(intresting effect is CR binoculars work as binoculars :D) And have intresting feel
I only worry about performance or possible unexpected problems because of my overmoded install. But I definitely will play it more on separate save

#7
Seems like something wrong with Feenix dragon thingy. I got exceptions spam when it arrived(I do not saved what error it was about) and today saves where it exist do not load. (not big deal but not pleasant)
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object...

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 ...

[HugsLib] Exception during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at HugsLib.HugsLibController.OnFixedUpdate () [0x00000] in <filename unknown>:0


Deleting  SK.Feenix(after some searching I found someone already mentioned that culprit and solution) from save make it load again


And for something different - some mechanoids "fun"  https://youtu.be/5YRREl59jr0
#8
He not really need shipparts for plankmaking, he still must have components from mineable scrap piles even if he disable spawn of things,
#9
Possible it's just my install but for some time(always has it?)I have :
Hash collision between WallLamp_Blueprint_Install and  LoadoutGen_AmmoTypeI: both have short hash 35983
I don't know what it doing but it's  red and bothers me. Can it create problems and how I can resolve it?

And recent rimram changes seems incorrect( error). I moved milkable to the same <comps> block where shearable(I know nothing, this is just like another animal was defined) and game stoped being angry at it
#10
Well this is sort of what i do, but I do not like bags lying around and they are already brought some. So I just make some small "critical" stockpiles in the open but it take time to rot away. Not really problem just inconvenience.

What is most easy way to acquire  some ulatrasolid alloys( what ultrasolid/components of it is more common ), aside from mechanids disasembly? 



#11
Yea, last run I enabled seeds so I can't grow any plans(and two years later still can't) but I found these plump helmets glow bulbs and tried fungoponics - and it's supercool. They not need light, grow like crazy, very nutritios, do not die from occasional cold, no need to care about harvest  and have stock for a winter as with potato. One basin with some algae, fishing and occasional hunting and six people do not need care about food. I then put two basins with sweet pods(or how they called), they are more touchy  but people love them. I still hope to maybe have some cloth plants one day but other then that do not see why bother with big inconvenient fields.

And I have tons of (useless(these bushes) or redundant) seeds, I wish some way to conveniently destroy some because it bother my ocd.
And  about ocd, thanks for finally fixing weapon disassembly. I'm very grateful
#12
I killed thousand of muffalos so it's unlikely something HSK specific. Maybe you mess up load order or installed something additional that rewrite muffalos
#13
Quote from: zoranjoza on January 26, 2017, 09:43:06 AM
Hello,
My colonist always have "Unhappy nudity"
How to remove that? I mean why arent they taking cloth automatic? I have set them to anything and i have some dead riders that i strip and got their cloth. But they wont take automatic??Nudity goes away only if i order them to put shirt etc...
This is not SK specific but it happens when they pick shirt but can't find any pants(for girls other way around is work too). Some clothes wear on whole body(liky starting orange suts and tribal furs, they do not need pants but do not fit if you already pick shirt )
If they walk pantsless even in shirt hat and coat they still feel insecure. If appropriate clothes are available but they do not pick them then maybe you mess up outfit settings somehow
#14
You defently have a problem but I doubt it's because SK on it's own do not work(SK do not spam such messages).
#15
Food loop is happens only if using custom loadouts. And very specific. (loadouts are less essential now  so I'm lazy to use them)
Food hoarding(and related bad moods) happens even without loadouts (reason of loops and need to include food in loaduts to satisfy hoarding need )
Food hoarding was disabled recenly(and this nice).