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Messages - rambo

#1
FINALLY, ITS DONE. thank you so much NIA for your hard work I've been waiting for since November
#2
Quote from: NoImageAvailable on January 16, 2019, 04:45:42 PM
Mod now went officially from Alpha to Beta status. All features are ported and major bugs resolved, from here on out it's only non-critical bugs and balance testing. On that note, a few unplanned feature additions did sneak in at the last minute.
was expecting an RC car bomb like the one from black ops 1
#3
Quote from: N7Huntsman on November 16, 2018, 08:50:17 PM
Quote from: lperkins2 on November 16, 2018, 08:20:30 PM
The development branch on github compiles and runs fine in 1.0.  I believe the precompiled assemblies are also up to date and should function.

I'd say that's saying an awful lot--the dev is still 11 open tasks/issues to deal with to meet the 1.0, including testing transpilers (some of which remain either untested or currently broken), which tend to fail silently. I do not recommend trying to run CE on 1.0 at the moment--wait for a stable, or at the bare minimum, a test release.
just tested it and the number of bugs I found broke the game on the first few in-game days so we gonna wait a long time for this one lets be patient
#4
Quote from: NoImageAvailable on November 12, 2018, 07:24:51 PM
General status update, we've managed to fix all the critical startup errors. Next up is testing all the transpiler patches manually to see which ones broke (I suspect most of them) and fix them (which is probably gonna require complete rewrites in most cases). Then we'll need to balance and integrate the new vanilla content. After that it's playtesting and bug fixes.

Quote from: rambo on November 12, 2018, 08:56:25 AMone of the devs say that it is gonna be added he said it from the steam page

There are no devs on the Steam page, the maintainer is a third party who never actually worked on CE.
well I'm sorry then
#5
Quote from: iceball3 on November 06, 2018, 01:55:56 PM
Quote from: rambo on November 02, 2018, 03:21:16 PM
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow.
I'm 99% sure this is already in the mod to begin with. Did you read the colonist stat readouts? Reload speed is affected by shooting skill.
yes I know that the stat increases with skill but the increase percentage doesn't go up enough as people who barely know a gun reload at half the speed than a godlike ability colonist it should change to a slower speed for the sake of realism
#6
so any indication when this will be updated to 1.0. 1 or 2 months maybe?
#7
how about adding horses
#8
1.0?
#9
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow. Another thing with reloading is the shotgun reloading I feel like it should be individual shells going in and not treating it as a whole mag. the last really isn't much of a problem but could improve the mod is actual mags made for guns and bigger mag options, for example, m16 40 round mag but the bigger the mag the bigger the sway because if you put a 30 round mag in a pistol it will be hard to control and pouches for shotguns to increase reload time as you know where to reach for shells. thanks for reading.
#10
excited for the 1.0 release I hope your wrist gets better
#11
b19?
#12
Mod bugs / mining co spaceship bug
July 17, 2018, 10:02:29 AM
medics do nothing and this error pops up

JobDriver threw exception in initAction. Pawn=Zebra, Job=TendPatient (Job_14931) A=Thing_Human674, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Toils_Haul+<CheckForGetOpportunityDuplicate>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Spaceship.JobGiver_HealColonists, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#13
Ideas / control over fiendlies
April 28, 2018, 03:21:16 PM
tell the friendlies to got to a specific spot simple really
#14
can add this to an existing save?
#15
Mod bugs / Re: assign tab bug
April 24, 2018, 08:32:58 AM
never mind turns out it was the gear up and go mod