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Messages - captainradish

Pages: [1] 2 3 4
1
Support / Re: Mods not loading properly
« on: January 19, 2020, 01:11:08 PM »
OK, I spent my morning troubleshooting this and finally found a culprit. Fortunately for me, my mod list started out life as a pretty well curated list off of Steam with a Mod Manager file to import, so I started out there. That was about 3/4 or so of my mods that played well together. Eventually I narrowed it down to ... drum roll ... Rimkia.  :o

Now, I always thought it did nothing but add furniture, but going by comments on the Steam workshop page apparently it causes a fair number of conflicts for some reason. Shame.

2
Support / Re: Mods not loading properly
« on: January 19, 2020, 10:33:07 AM »
*Head smack* That's what I get for posting this while tired. It didn't at all occur to me to read the mod list. This one's a lot nicer (and thanks for pointing out a feature I didn't know about)!

https://gist.github.com/41d04602088a91c907532d2ee6cd9618

3
Support / Mods not loading properly
« on: January 19, 2020, 02:41:34 AM »
I'm having an odd problem that is probably mod order related, but I can't figure out what the problem is. I've just been noticing general weirdness that seems to manifest mostly in things missing. For example, I have the Zars Tribalism mod installed, but some of the parts are completely missing (the ones I noticed are the smoker and the stone oven). However, other parts that are added ARE there. Another example is that I have the coal and coal expanded mods, but the outdoor grill simply does not work. It's almost like the game is not loading mods in the order I have them. I looked through my logs and found nothing unusual (in fact, Zars Tribalism mod is only listed in one line). This is driving me nuts. Assistance would be greatly appreciated.

4
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: January 21, 2019, 10:16:12 PM »
I'm having a very odd issue I've never seen before. I'm running the 1.0 and I cannot butcher anything. My colonist picks up a animal corpse and immediately drops it. The pawn keeps trying over and over but keeps dropping the corpse every time. It's like the corpse is forbidden as soon as it's picked up. A butchering sound plays over and over as well until the pawn abandons butchering. I have no idea why this is happening and it happens on all three butcher tables. Any ideas? It's making my game rather difficult as I cannot butcher meat.

5
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: May 12, 2018, 04:36:55 PM »
I'm having an issue getting Prepare Carefully to work. I keep getting errors after I save and try to reload presets. Is there a known problem with loading presets?

OK, I discovered that Prepare Carefully seems to work just fine if you disable the mods that add faces.

6
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: May 11, 2018, 05:57:23 PM »
I'm having an issue getting Prepare Carefully to work. I keep getting errors after I save and try to reload presets. Is there a known problem with loading presets?

7
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 31, 2017, 10:05:07 AM »
What is peat used for? I would imagine it's a kind of fuel, but I haven't been able to figure out what to do with it.
Most generator/table which use coal can use peat too.
Most of my power generators was using peat at the early/mid game since it is a renewable resource my hauler-bot can get.
And coal allways was needed to smelt steel.

Ok, so it more-or-less is considered a coal substitute? It should probably be allowed as a campfire fuel as well. My dad likes to tell the story of how he and my uncle accidentally set a peat moss patch on fire camping in Minnesota once. Apparently peat burns quite well.

8
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 30, 2017, 11:00:25 PM »
What is peat used for? I would imagine it's a kind of fuel, but I haven't been able to figure out what to do with it.

9
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 28, 2017, 06:33:36 PM »
Anyone else having problems with the wardrobe editor completely crashing the game?

10
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 28, 2017, 05:35:55 PM »
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 :-) ).

I was watching a quill18 vid from last yr n he had traders like every day or 2 :/
did they nerf trader rates?

I've gone entire seasons without seeing a trader. I also remember in the past having traders almost constantly. I wonder if it depends on how close you are to other settlements.

11
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 27, 2017, 04:48:11 PM »
Yep, i know what mod you mean.
But try the numeric view/version, give the lower pri. job a higher number and look if this work for you.

Yea, that's what I currently do. It's just that I want to make certain jobs *in general* a higher priority. Oh well.

12
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 26, 2017, 06:04:32 PM »
The aktual version got this feature so far i remember. One of the 3 buttons top right one the work window.

No, I mean there was a mod at one point that allowed you to move priorities up and down the list. For example, if I wanted to make managing more important than firefighting I could move the entire column to the left of firefighting. I miss that mod.

13
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 26, 2017, 12:58:26 PM »
Can we get a version of that mod (that I am about 90% certain was in Hardcore at one point) that allows to adjust priorities on the work list left and right? I haven't seen it for quite some time.

14
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 26, 2017, 12:48:00 AM »
As you can see in this picture, he has plenty to do. Planting, hauling, mining... not to mention picking up his bow. I can't even select him and order him to do something.

He just wanders around, until he starves to death.

Edit: I was able to get him to pick up the bow, after drafting him.

What am I doing wrong?

I'm inclined to think mod conflict. Do you have any Steam mods active?

15
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: March 25, 2017, 12:11:24 PM »
It's probably not going to see release until A17 comes out, if I was to guess. Do you have your hunter on 'Aimed Shot' mode? If she's on 'snapshot' mode, that's basically like being trigger-happy.

Yep, their set to aimed, single shot. It probably doesn't help that the AI decides to try to snipe from 150 yards away. :(

I think I'll switch from hunting to fishing instead.


Hunting is one of those things that's horribly inefficient unless you do it manually by drafting the pawn. Hope there will eventually be a mod that makes it less shit.


Bringing back whatever mod let melee pawns hunt would be nice too.

Yea, and the recent changes to the fishing mod makes it so you cannot automatically limit how much fish you have. That's annoying. I'd love it to be able to set up a hunting queue that only allows fishing.

EDIT: I found a mod on Steam that allows Melee hunting again, so now I'm happy.

EDIT2: It doesn't work with combat realism, dammit.

EDIT3: I just edited the Remington shotgun so it doesn't use ammo. That seems to work fine.

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