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Messages - kardofaces

#1
Releases / Re: GlitterWorld Prime [A17]
November 12, 2017, 08:00:40 PM
Quote from: TwistedSoul on November 12, 2017, 03:35:54 PM
The reasons for the errors are because there is still one or two games using an old version of the mod which doesn't upload enough data about the item to store it and so when an up to date client downloads the data, it can't be parsed properly.

Sounds like I'm that one.
#2
Releases / Re: GlitterWorld Prime [A17]
November 09, 2017, 04:08:25 PM
Already selling/buying.  8)
#3
Outdated / Re: [A17] cuproPanda's Mods (28 Jun 17)
June 28, 2017, 11:49:57 AM
I went into this thread thinking; I will probably download a few of them. Then, I ended up getting all of them. :)
#4
General Discussion / Re: [Question] Two Colonies
January 18, 2017, 03:49:33 PM
Sweet. Thanks for the info.
#5
General Discussion / [Question] Two Colonies
January 18, 2017, 03:17:43 PM
If you have two colonies is their wealth tied together?--so raids at the same strength occur to both. Also, can you be raided at the same time at both colonies?
#6
Pawns try way too hard/often to end Draft to use the bathroom. I get it--they got to take a shit--but we have a problem here!

Example: Draft colonists and set their location. Had one guy firing on poison ship to get mechanoids out. 2 colonists were spamming Undraft to use bathroom. Fucking stop, please. Shit yourself, I don't care.
#7
Quote from: faltonico on January 11, 2017, 04:38:09 PM
You have got to be kidding me:

He has an unlimited supply of blood!
#8
Quote from: gariba on January 11, 2017, 02:50:30 PM
Quote from: Hyena on January 11, 2017, 02:29:39 PM
I am having a problem with hauling/inventory management. (I saw someone mention a similar/same problem a few posts back, so I am adding my two cents)

Pawns will sometimes get stuck in a loop of picking up and dropping an object. I wasn't sure what was happening in previous situations it occurred (usually just telling them to do something else 'fixed' it), but in this recent case, I had a pawn getting very confused about hauling ammunition.

I think this bug has to do with the auto-ammo feature. Without loadout settings, pawns try to grab any ammo that their current weapon can use, and it seems to be set to "minimum X ammo". So if you have a loadout with less ammo than that minimum, the pawn will loop between "pick up ammo until I have X" and "drop ammo because I have more than Y".

This happened to me with assault rifle ammo. My loadouts were set to 60 FMJ and 60 AP. Changing it to 120 each stopped the bug. Sometimes it still happens that visitors/raiders drop HP rounds after a battle, and my colonists try to pick them up to satisfy the minimum auto-ammo, and then drop it because its not on their loadout.

Can confirm. This seems to be current game issues. I didn't experience it in a new save. (Though, I wasn't seeing them auto grab ammo, weird.)

For current saves, changing the loadout helped. But one several pawns required more ammo in their loadouts to stop bugging out; as if trying to reach a mass/bulk level.
#9
I had same issue. Not sure if intended so I'm leaving it off for now.
#10
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
January 06, 2017, 05:58:09 AM
Follow Me didn't do anything for me, tried changing the keybinding. Right clicking on colonist bar sends me to the World. I do use other mods though.
#11
Outdated / Re: [A16] RimFridge
January 06, 2017, 05:23:57 AM
Quote from: Gajdee on January 05, 2017, 10:55:41 AM
My pawns keep picking up items from the fridge and put it back contuniously. Sometimes pick up one item and drop to the ground, pick up again and drop again and again and again... Idk its because from my other mods installed or this.


Yes I just read this in CombatRealism thread:

Quote from: Devon_v on January 05, 2017, 09:48:43 PM
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.

I have it too--the issue you speak of and both these mods. I'm about to test things out.
#12
Outdated / Re: [A16] RimFridge
January 05, 2017, 07:57:07 AM
Quote from: carpediembr on January 04, 2017, 10:45:13 AM
Anyone having issues with the pawn trying to pick a meal and haul it back to the fridge? Just to fall in a chain reaction to keep doing that for 10,20, 30 times till he just goes "standing" next to the fridge?

PS: I have XL stacking mod, maybe an issue with compability?

Yes, and I don't have XL stacking mod. I've tried both fridges with different goods. No luck.
#13
I'd really like to use this with Rimsenal and some other turret mods. I'm not sure what I could specifically change to make it compatible.
I assume weapons/turrets are unable to fire because something with ParentName="BaseBullet" or the like. And GlitterTech APB rifles had unintended accuracy calculations; basically 100% hit chance even when the chance was below 100%.

1.6.9.1
TripleRocket also wasn't working for me. Sieges would sometimes screw up and they wouldn't get supplies for mortars. It was as if they tried to make CombatRealism turrets and failed, but they are able to make normal mortars.


#14
General Discussion / Re: Rimworld now or later?
May 31, 2015, 01:49:01 AM
The sappers seem like a huge addition here.
#15
Support / Re: Remove/Mod (Thin) Rock Roof
September 04, 2014, 01:36:48 PM
I should have been more clear. I have already used that.