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Messages - Kayrah

Pages: [1] 2
1
Releases / Re: [1.0] Megafauna (Combat Extended compatibility patch)
« on: January 25, 2019, 05:05:36 PM »
it doesnt seem to be compatibe with the 1.4 version, although i dl the latest uopdate from github. I couldnt finish off an animal because the body size wasnt set for CE

2
Releases / Re: [1.0]Toxic Fallout Protection Suit[V1.9.2]
« on: January 23, 2019, 02:06:14 PM »
the suit protects me from radiation but not toxic fallout?!

3
Releases / Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
« on: January 22, 2019, 06:38:07 AM »
I love the artworks and everything, but I dont want to muss CE, since there will be no official patch for it, is someone working on it, now 1.0 is released?

4
ofc i know how it works now, but the next guy might not. i just wanted to give feedback what problem i faced, but apparently im the only one.

5
Throwing insults around isn't that efficient a way of proving your point. In my opinion, the fact that only 3 out of 100+ people on discord didn't know which side of the freezer blows is a proof the mod is fine.

Yeah, if that's not a case of PEBKAC, I don't know what is.

ofc the problem is with me, but introducing new ways how vents are highlighted dont help there much. the room highlight doesnt work when you have room details activated, as i showed in my screenshots. Too bad the author is not willing to add a tiny snowflake or something like that to the graphics to make it instantly noticeable or bring it in line with the other freezer and make those blue squares. that way it would also help to understand there is not heating side.
Turning the freezer around doesnt help if you dont have cooling connected which makes it even more confusing.
besides those 3 on the discord where the only ones active at that time and the only one that could help would also hint towards the room highlight, which as said doesnt help a bit.
btw to me its insulting to say: "i didnt have a problem, so fuck you" instead of "it worked for me, but changing the gfx a bit wouldnt hurt"

anyway, id like to see some traits added with this mod. like strong bladder vs weak. or pawns that like to be dirty. get dirty quicker etc

6
i run the sk modpack and have loading times around 10min
3.5ghz 8700k
SSD
32gig RAM

the overall performance of the game is pretty poor. It slows down a lot during the game and only reloading will bring it back to normal speed. Not sure its the modpack or the core though.
I wish there was a multicore client support. Its 2019!

7
Took the words out of my mouth. No need to change anything. Everything s logical and intuitive.

yeah, thats why 3 people on the discord couldnt answer what it does. Maybe it was logical for you, its not for others. So dont be a selfish idiot, its just a tiny change on the image.

8
hey dub, im currently playing with you mod, but i have one request. change the freezer visibility to something thats more noticable. i had no clue how to install it correctly.






i had no idea what the "blowing side" does. change it to ice crystals please

or make it the same as the normal cooler



on the discord someone said, use the room outline to identify, but with enabled room info every room will highlight






9
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: January 03, 2019, 09:43:20 PM »
im currently playing on the 1.0 dev version and i encountered a "gamebreaking" bug.
i can only remove organs from prisoners, all other operations are not listed.

pls fix ^^

EDIT: It seems i cant perform any operations, on my pawns either. Only when they are sick. At the same time I could intall a Pegleg (and craft it) without the "Biology" requirement.


EDIT2:
So after talking to one of the devs. Thats intended. oO

Some techs do nothing now. Bad design choice. If you want to have their upgrades accessible early on, make their cost cheaper and the later techs more costly or remove them.

Removing limbs is also disabled, because of "exploits" If you want to reduce them, make operations come with higher costs or risks, like death, shock or permanent damage, but dont remove features. If I want to cripple my pawns, its my choice.

Oh and cowboy hats are not craftable. Thats basically removing a part of rimworlds soul and almost want me avoid that pack.

Overall its really well put together, but those 3 things are really really horrible design choices. If anybody know how to revert them, let me know.

10
Im trying to replace a bunch of world textures, but when I load the game I get:


Could not load UnityEngine.Texture2D at Things/Plant/Haygrass/ in any active mod or in base resources.

Problem, I dont even have that folder in my mod.

I also get:
Could not load UnityEngine.Texture2D at Things/Plant/TreePoplar/

I have that folder with 4 different images named "TreePoplarA.png" to "TreePoplarD.png"

when i start a world, it uses the Poplar textures, but one kind of tree is a purple X, as well as the haygrass is an X

any help?

11
Ideas / Re: So after playing a while, I miss some features :)
« on: August 04, 2018, 05:20:07 AM »
the current state is: i construct a room, the roof is constructed automatically. If I deconstruct the room, the roof collapses on my pawns unless I manually remove the roof area, deconstruct the walls, then add roof area again when I want to build another room there. meh! i dont want to take away any control over roof areas, just deconstruct them before they collapse.

Thing with good games is you have progression. While its fine to get setbacks during raids and whatever its kinda boring when you cant develop the base anymore because you are missing new pawns or ressources (because no trading ships come around for weeks) or your current pawns are busy cleaning and hauling items. Also I dont know Firefly and I dont mind StarTrek, but a cleaning robot is available on Amazon right now and we dont have Starships yet ;) Also this thing would be quite valuable as well, so you definitely dont want to lose it to infestations either.

12
Ideas / Re: So after playing a while, I miss some features :)
« on: August 03, 2018, 03:53:04 PM »
I dont mind getting different roofs, but when I deconstruct a wall its pretty obvious I want to remove the roof as well and dont get crushed by it. Since they automatically build roofs its pretty unintuitive that they dont deconstruct them as well.

Nope, the caravan management is annoying, because the bedrolls are somewhere between beds and sorted by value, so not even at the same spot. Its tedious to manually select them every time. Tedious and complicated menues dont make a challenging or good game.

I think Jagged Alliance had one of the best combat systems out there and Id like to see something comparable to it. Either way, I want an option to capture enemies without the risk of killing them. Maybe different kinds of ammuniton like rubber bullets.

There is no storytelling in cleaning floors. You can just take any other pawn and just make him a cleaning bot (better if you could actually capture them reliable). I definitely think the game should give you the option to outtech some problems to have a consistent flow.

13
Ideas / So after playing a while, I miss some features :)
« on: August 03, 2018, 09:58:11 AM »
-autodeconstruct roofs.
 its weird, that you have to do it manually in the first place

-option to autoequip food/bedrolls/medicine for caravans
its tedious

-aim for bodyparts, so you can capture good pawns and it makes the combat more tactical and/or give an easier option to capture fleeing pawns
headshot the dangerous ones and legshot the industrious ;)

-being able to build or purchase cleaning and hauling robots
its a scifi game without robots? and its neccessary for the lategame to free pawns for real work.


14
General Discussion / Re: Food Consumption on Caravans
« on: August 02, 2018, 04:56:34 PM »
its also pretty annoying there is no option to autopack them sleeping bags, so you manually have to give them everytime. kinda reminds me on roofs. please let them dismantle roofs automatically.
besides, when a caravan comes back you have to assign them to their appropriate bed rooms every time again :(

15
General Discussion / Re: Food Consumption on Caravans
« on: August 02, 2018, 04:51:49 PM »
no i didnt use any animals. but it seems whether or not the party can use berries they first use their meals and they dont care whether or not they use simple meals first. so you give them 20 simple meals and 20 suvival packs and they will eat the packs first, then the meals (when theyre not spoiled then...) and then they might start eating berries it seems.

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