yeah i figured as much, just poorly worded i guess
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#1
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
January 30, 2020, 02:51:35 PM #2
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
January 30, 2020, 02:39:53 PM
Yes, for normal caravaning but giddy up allows you to ride animals in caravan which is what i was assuming ninja was talking about.
I was trying to "ride" the vehicle to not be limited in speed by a slow walking pawn
I was trying to "ride" the vehicle to not be limited in speed by a slow walking pawn
#3
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
January 30, 2020, 02:23:55 PM
Yeah I took out every mod and this is my mod list right now
Core
HugsLib
JecsTools
Giddy-up! Core
Giddy-up! Battle Mounts
Giddy-up! Ride and Roll
Giddy-up! Caravan
[021] Vehicle Framework
Yes, Vehicles, Finally!
And still cant mount while forming caravan for any vehicle
Core
HugsLib
JecsTools
Giddy-up! Core
Giddy-up! Battle Mounts
Giddy-up! Ride and Roll
Giddy-up! Caravan
[021] Vehicle Framework
Yes, Vehicles, Finally!
And still cant mount while forming caravan for any vehicle
#4
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
January 30, 2020, 01:49:25 PMQuote from: NinjaSiren on January 30, 2020, 01:22:27 PMQuote from: Psithen on January 30, 2020, 01:16:23 PMQuote from: NinjaSiren on January 26, 2020, 02:59:19 AMQuote from: Ronivan on January 23, 2020, 11:37:36 AM
This is a great mod, a shame it require one colonist to be outside during Caravan travel, since the vehicles itself are much more faster. It would drastically reduce the travel time.
That's what sad about it. Try using Giddy up for that one colonists. It actually works.
How were you able to get caravan to work? i have no option to mount vehicles in the caravan dialog like with other "animals"
If you got older version, please update to the latest. And maybe you got mod incompatibility. What mods you use?
I am up to date, as for incompatibility Im not using anything specifically listed as incompatible by either mods. I'll try to look around and see what the issue is
#5
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
January 30, 2020, 01:16:23 PMQuote from: NinjaSiren on January 26, 2020, 02:59:19 AMQuote from: Ronivan on January 23, 2020, 11:37:36 AM
This is a great mod, a shame it require one colonist to be outside during Caravan travel, since the vehicles itself are much more faster. It would drastically reduce the travel time.
That's what sad about it. Try using Giddy up for that one colonists. It actually works.
How were you able to get caravan to work? i have no option to mount vehicles in the caravan dialog like with other "animals"
#7
General Discussion / Re: Post a cool tip you know about!
July 23, 2017, 10:41:45 PMQuote from: AngleWyrm on July 23, 2017, 03:04:04 AM
I haven't seen a pod land without dumping its load and disappearing.
Can you post your mod list as an attachment?
If there's a mod that does this, I'd like to play with it
Oh i forgot that it was a mod thing, I've been using this mod set forever that I couldn't remember what was vanilla or not.
Misc. Incidents
#8
Releases / Re: [A17] EdB Prepare Carefully - v0.17.1.6 (18 Jun 2017)
July 22, 2017, 09:43:06 PM
What determines if pawns get a relation on generation? Do you have to assign a hidden person to allow it? I made two siblings without assigning parents and I noticed the debug info says they're dead, I assume because they're blood related they needed to have parents due to coding reasons but I also made a stand alone pawn with no relations and they didn't generate any, alive or dead.
So you must assign a hidden pawn for it to generate anything outside of parents for siblings specifically and those must be hidden if you want them to be alive correct? (Also possibly spouses when a pawn has an offspring)
I was wondering if there's a way to generate relations that are already dead, like have a pawn with dead parents, a dead spouse, and a dead child? (Quite tragic, I know)
One final thing that is more of a flavor text issue, I noticed there's no option to make indirect relations, like step or inlaws. I could have sworn I've seen inlaws before in vanilla however. If you haven't noticed I really like making an extensive family tree.
So you must assign a hidden pawn for it to generate anything outside of parents for siblings specifically and those must be hidden if you want them to be alive correct? (Also possibly spouses when a pawn has an offspring)
I was wondering if there's a way to generate relations that are already dead, like have a pawn with dead parents, a dead spouse, and a dead child? (Quite tragic, I know)
One final thing that is more of a flavor text issue, I noticed there's no option to make indirect relations, like step or inlaws. I could have sworn I've seen inlaws before in vanilla however. If you haven't noticed I really like making an extensive family tree.
#9
General Discussion / Re: Post a cool tip you know about!
July 22, 2017, 08:26:26 PM
[quote [/quote]
Fallen cryptosleep pods?
[/quote]
Those events when one comes down and lands somewhere but doesn't open, I think it's called a crashed escape capsule, I always thought they were cryptosleep pods?
Fallen cryptosleep pods?
[/quote]
Those events when one comes down and lands somewhere but doesn't open, I think it's called a crashed escape capsule, I always thought they were cryptosleep pods?
#10
Ideas / Re: Z-level
July 22, 2017, 08:15:06 PM
If no z layers I'd at least like to see multiple level buildings for those of us who like to make houses, instead of z levels going down have them only going up. It would be less of a headache to code I think.
#11
General Discussion / Re: Post a cool tip you know about!
July 22, 2017, 03:36:30 AM
Ship chunks falling hard to find on a large map? Once you locate them put a no roof zone over them that way when you are ready to go deconstruct them you can easily locate them
Keeping events like fallen cryptosleep pods and ancient danger up without clicking them let's you easily locate them when you're prepared
Careful shooter early on seems nice but a trained and bionic trigger happy pawn will out DPS a trained and bionic careful shooter
Deconstruct floors before building walls, pawns build over them and putting a floor under a wall doesn't provide any bonus
Grow corn and make it into nutrient paste, the penalty from eating the paste can be easily negated and corn is plentiful. You can get over 500 meals for a rather moderate harvest and when the power goes out the corn takes ages to spoil so there's no need to worry about it spoiling like already produced meals.
Keeping events like fallen cryptosleep pods and ancient danger up without clicking them let's you easily locate them when you're prepared
Careful shooter early on seems nice but a trained and bionic trigger happy pawn will out DPS a trained and bionic careful shooter
Deconstruct floors before building walls, pawns build over them and putting a floor under a wall doesn't provide any bonus
Grow corn and make it into nutrient paste, the penalty from eating the paste can be easily negated and corn is plentiful. You can get over 500 meals for a rather moderate harvest and when the power goes out the corn takes ages to spoil so there's no need to worry about it spoiling like already produced meals.
#12
General Discussion / Re: Traders and visitors dying: should graves give you positive rep?
July 22, 2017, 02:48:55 AMQuote from: Canute on July 22, 2017, 02:29:05 AM
Grave, no !
Legendary sarcophag, maybe.
But when you get the corpse to one of their outpost, yes.
Yeah I just realized you can dig up graves already so unless they telepathically know when their buddies have been dug up the system would be easily exploited.
I would like a system to negate the reputation loss from them dying like morons though. Shilling out 300 silver to pay for some dead guys feels too gamey.
Luckily if they don't die healing them is always a good way to make the faction happy.
#13
General Discussion / Traders and visitors dying: should graves give you positive rep?
July 22, 2017, 01:06:11 AM
What it says. I've been playing a modded game with some pretty nasty wildlife and as a result traders are dying and they're blaming me! YOU HAVE LIKE 15 PEOPLE WITH YOU STOP STANDING AROUND LIKE IDIOTS AND FIGHT BACK! DON'T WAIT FOR ME TO ENGAGE! That's... an issue for a different topic however, it got me thinking when I was looking at their corpse and deciding if I should butcher it for leather and kibble or should I waste it and put it in the ground? Being sentimental I buried them because their faction has been rather good for my colony in trade. It's just giving them a grave doesn't do... anything. I think it would be a great idea if giving graves to fallen faction members would give you like +3 rep to negate the -5 from their death or at least most of. Sorta like a sign of good faith, like "look we know someone died and you didn't help but you gave them a proper burial so thanks" or something.
#14
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
July 20, 2017, 11:11:22 PMQuote from: SpaceDorf on July 20, 2017, 06:43:57 AMQuote from: SurrealSadi on July 20, 2017, 03:17:51 AMQuote from: Psithen on July 20, 2017, 12:14:36 AMFor the spiders, get the Fences and Floors mod(https://ludeon.com/forums/index.php?topic=26964.0). Also keeps wild animals out of your farm.
Dark young are making my life a living hell, I'm on a large map so hunting them when they spawn takes too much time then I forget about them until a couple days later when I'm fast forwarding through mundane labour and all of a sudden BAM someone or someone's animal is dead. It's getting so annoying that I built a 400 square stone parameter around my base.
Oh yeah and fuck spiders.
I've lost more to these things and spiders than I have to anything else in this game.
Awesome isn't it Finally some !!FUN!! around here.
Also use the Wildlife Tab. This will help you keep an eye on what is roaming your map.
https://ludeon.com/forums/index.php?topic=25736.0
Already had fences the problem was wondering pawns and their tamed dogs trying to fight off the dark young but I'll defiantly pick up the wildlife tab.
Gonna need it for a new run though cause I encountered my first star vampires... I can't even... just rip.
#15
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
July 20, 2017, 12:14:36 AM
Dark young are making my life a living hell, I'm on a large map so hunting them when they spawn takes too much time then I forget about them until a couple days later when I'm fast forwarding through mundane labour and all of a sudden BAM someone or someone's animal is dead. It's getting so annoying that I built a 400 square stone parameter around my base.
Oh yeah and fuck spiders.
I've lost more to these things and spiders than I have to anything else in this game.
Oh yeah and fuck spiders.
I've lost more to these things and spiders than I have to anything else in this game.
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