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Messages - The_Haminator

#1
Thanks so much guys for the work you've put into this mod, it's amazing. Did I read that right though Noimage? you're ceasing development on the mod? Do you mean until another update by Tynan or indefinitely?

Either way nobody could fault you because between Tynan making the game and this amazing community of modders pimping it out to the next level I'm more the happy with all that's available especially as it's still only in Alpha!
#2
Outdated / Re: [A13] LED Lights - V 1.4 (14/4/2016)
April 30, 2016, 08:42:26 PM
Link is still down I really wanna DL this! Looks like the best working light mod for A13 right now
#3
Quote from: 25wes25 on April 27, 2016, 12:25:14 AM
Quote from: The_Haminator on April 27, 2016, 12:08:29 AM
Here's my error log showing mods and order as well in case that helps.
http://imgur.com/v5IscrO
From what I can tell you're still using Combat Realism Core, not Combat Realism 1.6.2 (The most recent update). Also your mod order should be as follows:
Core
CCL
Combat Realism 1.6.2
Rimfire 2.0 Combat Realism
Everything else. Don't load EDB's stuff before the 'core' mods.

Hey so thanks for the help here. I changed my order and got playing last night. First game on an ice sheet and was having an absolute blast (fighting off frostbite, power demands and starvation) even killed a thrumbo (using one pawn to run around my chunk pile while the other two lit it up).

Before I knew it 4 hours had passed so I saved crossed my fingers and closed the game. I was prepared to lose yet another fun game but I went back in and it loaded up no problem! So awesome!, this is a must have mod in my opinion.

edit - spelling
#4
Quote from: 25wes25 on April 27, 2016, 12:43:27 AM
Quote from: The_Haminator on April 27, 2016, 12:36:18 AM
Combat Realism Core is what it's calling 1.6.2 in the mod order for me. I removed previous versions. I'll try reordering the mods and see if that works out, thanks for the reply.
Huh, you're right my bad. I had my mod folder open, not the in game menu. Still though I believe the null being generated was fixed in 1.6.2, so I can't help you out if it wasn't simply your mod order.

But it DOES say it's version 1.6.1 when I click the info button for Combat Realism Core in Ebd's mod order. Does it say that for yours?
#5
Quote from: 25wes25 on April 27, 2016, 12:25:14 AM
Quote from: The_Haminator on April 27, 2016, 12:08:29 AM
Here's my error log showing mods and order as well in case that helps.
http://imgur.com/v5IscrO
From what I can tell you're still using Combat Realism Core, not Combat Realism 1.6.2 (The most recent update). Also your mod order should be as follows:
Core
CCL
Combat Realism 1.6.2
Rimfire 2.0 Combat Realism
Everything else. Don't load EDB's stuff before the 'core' mods.

Combat Realism Core is what it's calling 1.6.2 in the mod order for me. I removed previous versions. I'll try reordering the mods and see if that works out, thanks for the reply.
#6
I can start a game fine right now and everything in-game seems to be working properly with all my mods but I can't ever load up a saved game once I go back to menu or close game. Same mods, same order.

Here's my error log showing mods and order as well in case that helps.
http://imgur.com/v5IscrO

Also this is what's in the log when I start a new colony.
http://imgur.com/BFqAJjs
#7
Quote from: nuschler22 on April 26, 2016, 07:40:27 PM
Quote from: jackarbiter on April 26, 2016, 07:32:32 PM
The loadouts keep it from being too much micro for me. I think a few tweaks here or there would resolve most issues for people, like a modded "no gun, low food" type alert about low .303 ammo (since there are so many types now). But I'm liking this better than the infinite ammo version, and I think when it's balanced right a lot of people will come around to the ammo side of things.
 
As for making ammo, you tend to make stacks of 500 pretty fast.

I think something was wrong with your game nuschler; in mine I could make ammo and my handgun pawns were deadly accurate up close.

Might be.  It was so bad it was comical, but frustrating.  My "good" shooter wasted about 75 rounds trying to shoot a mad squirrel on the other side of a fence.  I finally reloaded an earlier save and let my colonists melee it.

Using one of the rifles with a decent range, I tried to pick off siegers.  Once again, about 100 rounds later, I don't think he hit one, even as they ignored him and moved closer as they built.

I'm using this with RimFire so maybe there is a conflict.  I might try using just this.

I might be incorrect but I'm fairly sure low lying animals (such as a squirrel) are near impossible to hit shooting over or through something just as shooting through a bunch of trees you are likely not going to hit anything making clear sight-lines (removing rubble and trees) very important for shooting especially at long range. I've also noticed that if your target is moving when your pawn fires you seem to have a much higher chance to miss due to them attempting to lead the target. I feel all this together makes hitting a sporadic little squirrel over a fence a real challenge which it should be realistically.
#8
Quote from: NoImageAvailable on April 26, 2016, 02:41:46 AM
To the people not seeing the reload button etc., did you make sure to exit and restart the game after opening the mod menu? Rimworld has a long-standing issue where opening the mod menu at all will break mods in unpredictable ways until the game is restarted and for CR it has been known to make gizmo buttons disappear.

Regarding the people with savegame corruption (or running into other errors in general) please make sure to specify your load order and upload your output_log.txt so I can backtrace the issue. See here for the standard bug reporting procedure.

From the output logs I did get it looks like its an issue with how pawn loadouts are saved. I'll have a talk with fluffy about it as soon as I can get a hold of him to see where the issue might be.

Regarding the arrow crafting, that one is not a bug actually, just an oversight on my part. Whenever I update this mod to a new alpha I end up leaving tribal weapons until the last minute since I personally don't really care about them but now with the ammo system and A13's progression revamp it actually makes sense to use them early on. I'll have a recipe added in the hotfix going up some time later today.

I tried as you suggested, same thing. Oh well tommorow's another day! All I can say is Rimworld and the wonderful mods everyone comes up with just keeps getting better and better! Now all we need an awesome overhaul including a bunch of the best stuff for A13. This combat realism to me should be vanilla its so perfect
#9
Quote from: 25wes25 on April 26, 2016, 01:51:53 AM
Quote from: The_Haminator on April 26, 2016, 01:34:21 AM
With nothing but Core > Edb Mod order > Community Core Library v0.13.1 > Combat Realism Core.
You need to have CCL directly after core for CCL to work properly. Try this:
Core > Community Core Library v0.13.1 > Combat Realism Core > Edb Mod order.
That's how I have it at least.

Thank you!, trying now

Edit - nope same thing with that order. worth a shot though!
#10
With nothing but Core > Edb Mod order > Community Core Library v0.13.1 > Combat Realism Core. In A13 I'm getting no reload and weapon magazine windows and thus cannot use a gun anymore after it runs out of ammo. I played like 2 hours setting up before going to hunt a rabbit and realizing this issue. Is this because the CR A13 patch is still being worked on or is this something else possibly? I see people posting thinking EPOE has to do with it but that can't be as seen above

I just love what your mod does this is my first time using it so I'm super excited

edit - I'm definitely gonna wait till this mod is working before I start trying A13, easily the coolest combat mod I've seen I even seemed to be able to get it to work with High Caliber now just to have ammo and reloads :)
#11
General Discussion / Re: RimWorld change log
January 15, 2015, 02:56:34 PM
Quote from: Zombull on January 14, 2015, 05:07:06 PM
"Do until you have X" really needs be "When stock drops to X then make them until you have Y". Especially for cooking, so chef colonists can focus on other tasks for longer periods instead of spastically running back to the kitchen every time another colonist eats.

This is a great idea. I'd also like to see an option for stockpiles like "only haul full stacks" so that every time a colonist crafts an item from a small nearly stockpile a hauler isn't running to the main stockpile to restock 5 cloth etc from a full stack.
#12
General Discussion / Re: RimWorld change log
January 13, 2015, 09:19:37 PM
Quote from: ZestyLemons on January 13, 2015, 09:10:42 PM
Quote from: fluffy_543 on January 13, 2015, 05:59:46 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.
Instead of...Doors?

This is a good question. It's not clear to me how temperature equalization actually works. It would make sense for temperature to equalize faster through doors, especially when they are open.

What I would really like to see is different "thermal conductivity" values for the different kinds of materials. It doesn't even have to make physical sense, it would just be fun in the game. You could then control the temperature of your colony through the choice of materials: Heat conductors between warm rooms but isolators towards the exterior. This could also make choices like limestone versus slate more meaningful in the game.

While we're at it, could we get plants with different ideal temperature ranges? For example devilstrand could grow best at 30+ degrees, but not potates. This would make greenhouses more fun.

Why name it 'thermal conductivity' instead of just 'conductivity'? Heat is just energy.

He's basically talking about the same thing my post refers to except the words he used to describe it are not as commonly used regarding walls and doors as insulation value/factor is.
#13
General Discussion / Re: RimWorld change log
January 13, 2015, 02:14:52 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.

Istead of...Doors?

I'm hoping this mean's walls and doors have some form of insulation factor, meaning maybe wood walls would facilitate faster heat exchange then say marble or granite making wall material choices matter even more so now (and hopefully in the future as raiders begin looking for and attacking weak points in colonies and not just running through our TD style death traps.)

I'm excited everyday to see the small but very important things Tynan is changing. Bit by bit this game is shaping up to punch my dream game ticket.
#14
The cooler works just like a real A/C normally would. Cools to set temp and cuts out, cannot heat as it's not a heater (unless you wanna turn it around)
#15
General Discussion / Re: How's the disease balance?
January 09, 2015, 08:31:02 PM
Disease rates have seemed reasonable for me in all my playthroughs, never been frustratingly often or anything. The one thing I would like to see is the diseases not all hitting together at a colony. I had one time where I think 6 colonists out of 13 got the plague. It's more annoying to deal with trying to micro the docs to treat them ASAP.

I just think it's a bit more real feeling if say one colonist get the plague and if left untreated starts spreading it around the colony rather then just 4 getting it all in the exact same hour. Also maybe even make it possible for the plague to spread while a colonist is treated, Making the option to keep the infected colonist quarantined a good choice to contain the disease from spreading.