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Messages - Slipshodian

#1
Outdated / Re: [B18] Knowledge is Out There
December 15, 2017, 04:22:18 PM
Just a couple of questions for clarification.....

So these work in the same vein as neuro-trainers, but aren't super fast?

Are the benefits based on the creator of the books? i.e. a level cap based on the skills gained (so you can't just learn yourself into level 20 off a level 10 writer making books repeatedly).

Looks interesting to say the least though  ;)
#2
Quote from: lordmidas on August 29, 2017, 12:33:31 PM
Quote from: Inostrancevia on August 29, 2017, 09:53:12 AM
Can someone pls help me remove from the game forced need to run for cover in combat? its great feature but only when you are fighting with ranged weapons becouse when you want your melee fighter to charge this 2 guys with poor pistols he is runing in circles like a retard and just taking like 200 bullets when he finaly dies.
Are you talking about suppression? If yes, then basically that's the point of suppression. You can't charge through suppressing bullet fire, you will get shredded to pieces.

The only case where you won't get suppressed is if you are wearing armor which completely blocks those bullets AND if you have high enough physical strength to keep going against the force of bullet impacts. So I suppose a good thing to do would be to relate suppression to armor and bullet type as well as physical strength of the pawn. Maybe it is already like that - I do not know. But it will be good if it works like that.

he should set up the terrain for melee ambushes, since even a small 3 piece wall can perfectly conceal your melee person until the enemy is right on top of them.
#3
Quote from: morgredblack on August 26, 2017, 09:29:01 AM
bugs already. (barely started the game)

something about taming jobs is fucked up. messages saying  cannot do taming job because inventory is full keep spamming. the colonist grabs the food to tame the animal, or at least part of it but then something fails and this pops up. could be a stack issue or something. if i manually put him to prioritize it works, but only if i empty his inventory fist (i think its not always the case but most of the times)

i merely started the game and i'm frustrated by these bugs
The problem here is that for taming, they need a certain amount of space, which often they don't have unless they have gear equipped like a backpack. Basically the food being used is too bulky to be held by someone without some way of carrying it, since a lot of raw stuff has low nutrition values and such per unit.

I find the best way to work around it is to make kibble, and have the animal trainer use it either manually (short term) or through a loadout (long-term).

I had an idea about possibly adding in some sort of animal treats item specifically for use in taming, but I don't have a clue how to make the AI not try to just use raw food if it happens to be nearby or available.
#4
Quote from: Exoray on August 15, 2017, 05:10:16 PM
What do the blue locks on the research tabs mean?

Been playing for a fair few days now all of a sudden most research is locked saying I'm missing requirements, Even on some research that you can do from the start now have little blue locks?

locks are for different levels of tech benches needed. Some techs require you use the advanced one, or one paired with the boosting machine (the ergonomics one whose name i can't recall atm).
#5
Quote from: Elysium on July 31, 2017, 02:26:54 AM
I believe how it works is the job is tied to a worktype, probably cooking if I were to guess.  It confused me a bit at first too so I've never actually seen it work, but the compost barrel works the same.  If you have salted meat you may be able to right click on either the salted meat or the jerky rack to prioritize it, but I am unsure.  If not the cook(s) should eventually get around to it if they have nothing else to do.

from what i've seen, it just needs someone to haul it to the rack (similar to how pawns refuel stoves/generators/etc.). I tend to have my cooks/researchers not haul or clean, so they keep my food supplies up, then go research immediately afterward, and have never seen them perform the filling task.
#6
Quote from: BlackSmokeDMax on July 15, 2017, 01:55:48 PM
Quote from: PhenotypeX on July 15, 2017, 11:41:36 AM
Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M

I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.

Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.

Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)

to add to this, make sure the meat isn't being used (i.e. someone/animal is trying to eat it, use it, or move it), since it won't count towards being available during that time. I get that all the time if i have scarce food supplies, but things are being moved about, especially when someone moves the only stack of meals but someone wants to eat at the same time (this is the same for meat if someone across the map wants to haul it, the chefs can't use it until it's been moved).
#7
Quote from: kenmtraveller on July 13, 2017, 02:26:31 PM
I could also use some tips with mechanoids... I just had a promising game end due to the mechanoid terraformer event.  It spawned way more mechanoids than I could handle, even with LMG-15s.  My embrasures didn't keep them from one-shotting my colonists, and more mechanoids spawned than I had colonists.   I'm guessing the answer is "Tech up Faster".  Do most people run multiple research benches?  This was on Rey Rough btw... I cannot bring myself to play on 'mediocre' difficulty, LOL.

I try to hoarde some explosives if possible, since even stickbombs tend to hurt them a lot more than bullets do. One colony i had survived despite a very early poison ship landing a stones throw from my entire base, solely because i 'liberated' some plasma grenades from a passing traveler, by injuring them badly, then patching them up and letting them go. There's no way a single rifle and pistol would have ever taken out the two mechs that spawned from hitting it, but the grenades crippled them quickly enough that they couldn't aim at all when firing back.
#8
I feel the combat mechanics are a bit wonky as of late. I tried to start off a new colony, but my guy with 5 melee and a handaxe can't seem to hit this iguana for the life of him (he knocked it unconcious with a poison dart, so it's blacked out). He's literally been missing it for almost half a day in-game. Once he did start hitting it, he started hitting every possible irrelevant part (front left claw, 1st - 6th toe).

Also, is the bonesaw supposed to have a melee critical chance of 1000%, or is that just a typo? And as a side question, does the armor penetration values stack for some items? because the shiv for example has a flat armor pen of 0.11 but it shows a bonus of 0.13 on the listing.
#9
Quote from: Zakhad on April 15, 2017, 09:19:22 PM
Hardcore SK in a nutshell. - razor rain is a bitch.
I kinda hate it myself that you can't really build out in the open at all, lest you lose your base to random events. Had one base up for about 8 hours of playtime, only for rocks of doom to fall in a similar fashion, and left most of the map barren as a result. I was just up to getting a solar flare protection going too........
#10
Quote from: Canute on April 13, 2017, 05:10:31 AM
Not sure, but they changed immunity gain at beds by building material.
If you got trouble with infections don't let your pawn's healrest at beds with lower then 100% immunity gain or they never develop immunity at natural way and allways need extra medicine that improve the healing.
Even with 120% immunity gain it can be critical when the infection allready got to far ahead.
Seting a patient at Anestetic can improve the healing too.

don't forget anti-biotics, and mushroom/healroot tinctures (they increase blood filtering rate temporarily, good early on if beds/materials aren't sufficient), also, copper hospital beds give such massive immunity gain that it is basically game breaking.
#11
Quote from: EpicGunBlast on April 11, 2017, 12:53:21 PM
I'm struggling to find the multi-analyzer, is there a research area i need to learn??
The last time i checked, it was under ergonomics (don't ask me why, but it is). I get that it's supposed to boost research speed, but it's also essential for higher techs as well, which makes it odd where it's located on the tech tree.
#12
check the 0's again, it should be 0.5 and 0.7, since it's out of 1.00 on the hunger bar, those would give 5/7% bar instead of the 50/70 they do. If they only gave 0.05 and 0.07, you'd have to eat 20 jerkies alone to fill the bar.
#13
Quote from: Canute on March 30, 2017, 10:47:15 AM
Could you check what nutri. got Coconut milk ? Does it even got got nutri. I was spliting the coconuts once too, but stoped to do it again, but i can't remember why.

Quote from: ScarabParamit on March 30, 2017, 10:31:04 AM
ANYONE ELSE HAVE THIS BUG ?

Coconut Milk does not lower hunger. My Pawns just waste their time and starve to death thinking it will help them, while Food indicator just drops.

Coconut milk has nutrition, but it's really low (0.05) and pawns can't eat more than one at a time. Basically they spend around the same time eating one after another as they lose their hunger meter. Until it's adjusted (either on your own, or re-worked into being usable for milk recipes or something), i'd avoid it entirely.
#14
Quote from: Canute on March 28, 2017, 05:42:16 AM
Traders are just a random event, there is no garantee that traders or visitors appear.

The trading tent just mark a spot the trader caravanns will be camp on the map. Without the tent the trader just pick a random spot around your camp. It doesn't matter if it is build outside, under a roof or inside a room.
To call a trader caravan, you need the comunication console. Then you can contact other faction for help and caravans.

Or just settle next to a faction base, then you can send out your own caravan.

Extrem on a storyteller just increase the strenght of an event, not how much bad/good events happen.
Sometimes a few weeks you can have nothing noticeable, and then the next day you are geting a poison ship, a mechanoid raid, and another mechanoid raid spawn just when you fight the first one (ok that was the torture storyteller :-) ).

My current game actually had terminators and mechanoids battling it out in front of my base, and just before they all ran out of ammo, some asari came along into the mix. Didn't even have to fire a shot, since they all wiped each other out, and the surviving asari hit a raptor with a stray shot right at the end of it....
#15
having an issue switching from Odin's Hammers to other equipment
Tried to remove equipment Norbhammar342650 but it's not here.
Verse.Log:Warning(String)
Verse.Pawn_EquipmentTracker:Remove(ThingWithComps)
Combat_Realism.Detours.Detours_Pawn_EquipmentTracker:TryTransferEquipmentToContainer(Pawn_EquipmentTracker, ThingWithComps, ThingContainer, ThingWithComps&)
Combat_Realism.CompInventory:TrySwitchToWeapon(ThingWithComps)
Combat_Realism.<>c__DisplayClass18_1:<DrawThingRow>b__2()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Pawn Earth, Gardener got primaryInt equipment Gun_FAMAS103401 while already having primaryInt equipment Norbhammar342654
Verse.Log:Error(String)
Combat_Realism.Detours.Detours_Pawn_EquipmentTracker:AddEquipment(Pawn_EquipmentTracker, ThingWithComps)
Combat_Realism.CompInventory:TrySwitchToWeapon(ThingWithComps)
Combat_Realism.<>c__DisplayClass18_1:<DrawThingRow>b__2()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


guess i gotta chuck em into a pit or destroy em or something until they stop making items disappear forever (whatever you were trying to equip FROM Inventory to replace the hammer)