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Messages - silverskin

#1
I know it's not designed to stay tribal/medieval, with all this variety of tech, crafting projects and materials. But there are plenty of low-tech things to research and build. So much of it but I can't say I've ever actually used it. It just isn't practical. Swords and metal armour isn't very useful when every raider has an assault rifle. Cooking up pemmican and building passive room coolers is also something you skip in a second by researching the first levels of "conventional power" and "infrastructure", then breaking down a ship part and building an electric freezer right away.
It can't be balanced against all these gun-toting bandits and inferno-cannon mechanoids.

I'll definitely check out that tribal planet mod, thanks.

I'm just still wondering if there are any files in HCSK that can be quickly deleted or edited to make it so industrial tech factions spawn on the world map, and so no mechanoids ever randomly invade. Would probably ramp up the insectoid invasions to make up for it, if possible.
#2
What would you have to do to remove all industrial factions from the game so you can just run it tribal?

I'm talking disable regular raiders, asari, nova, outlanders, and disabling all mechanoid raids.
I know we can already disable a lot of events with the scenario editor. But I want to get rid off all those troublesome factions with their guns so I can just be invaded by sword- and bow-wielding tribals and have good ol' fashioned medieval bloodshed.

This modpack has great potential for building a low-tech colony. It's just that actual low-tech colonies have no survivability.
#3
Where are the buildable windows? I can't find them anywhere in the building menu. They're in the debug "try place thing" list but not in the actual game building options.

Might they be broken? I did try adding with debug and their texture seems to break after a bit.
It's a pity because glass windows would be great. A good source of asthetics and why wouldn't you want windows in your buildings.
#4
Why do the solar panels stop generating power in the rain? Actual solars we have today can still generate some power when it's raining. Maybe cut them to 50% max. but not turn them off entirely.
#5
I don't envy the guys behind this mod project. With the massive list of mods, and these new base game versions, it seems like they're going to have to take the whole thing apart and rewrite it all, at some point. That's going to be a lot of work and messing about. This being modular is all well and good but it would probably work smoother if it were rewritten and packaged together.

They're doing a brilliant job so much that I can't even play Rimworld without Hardcore SK anymore. It's just too essential. Looking forward to the A17 update.
#6
What's up with this Zeon enemy? I'm pretty sure my people can kill it. But his absurd lightning retaliation uttlerly shreds my turrets and cannons, and without those there doesn't seem to be a way to output enough damage to bring it down.

Edit: Killed it. Took a full team of dudes in power armour with laser/plasma weapons. Still lost every turret, and half my base was on fire from all the damn lightning (which is doubly weird since it's in a mountain), but we got him in the end. Came down to a few guys hammering him with their personal railguns.
Lost almost all of my stored goods to the rampant fires. Lesson learned to build fire extinguishers in the storage warehouse.
#7
Quote from: Yck on February 16, 2017, 07:59:00 PM
How to make pemmican?
I've only ever been able to make pemmican at a campfire. The actual campfire building.
#8
Some madman nuked my colony. Luckily, everyone was inside the mountain base when it happened, with the blast doors closed nice and quickly. Now they're buried under nuclear fallout for a really long time.

But it's a fair bit more boring than the games and movies make it out to be. I haven't had a single event happen since. Was it supposed to be the death of my colony? Or will new events only start up once the fallout clears? It's been going on for 3 seasons, so far.
#9
What's wrong with the Medium Heaters? They're terrible. It seems to take about 4 of them to do the heating work of 1 Small Heater.
And as each Medium Heater uses twice the power of a Small Heater, it's woefully inefficient.

I even tried tweaking the heating values and it doesn't seem to have made much difference.
It's a shame, since they look better and save space.
#10
Quote from: jaynus on February 05, 2017, 05:53:04 PM
Am I expected to heavily invest in high-tech industrial cooling for this first?
Nah, you don't need to go that far. You should be able to build simple, unpowered vents on the walls. That'll equalise the temperature with the outside. They don't use power and just take a bit of metal and components to make.
#11
The tribal/medieval techs, buildings and weapons are all interesting but just aren't practical. One raid by an enemy with guns and that's it, your colony dies. In my one colony that went for 5 years, every raiding party was loaded up with guns.

Is there a way to get rid of the gun-wielding enemy factions?
#12
Quote from: notfood on January 25, 2017, 11:25:35 AM
Can you try removing Fluffy's Colonists tab, then load, save. Then enable it again?
I disabled every fluffy mod, with the exception of the "fluffy breakdowns" which I figured couldn't have any impact on pawns. The game actually loaded. I've saved it, reactivated all the mods in the proper order and reloaded the game. It loaded up alright. Now I'll just have to keep an eye out for any long-term damage.

Thanks, lads. You've saved my colony.

Edit/Update: I buggered it up by disabling all the fluffy mods. I think taking off that manager mod just sent it into a loop of constantly checking every pawn for the managing skill. The game was getting all confused and slowing down, and also glitching out every time the work tab was opened or individual pawns skill sheets checked.
So, after a bit of mucking about, I found I can just disable the "work tab" mods and it loads up and works just fine.

I hope that helps anyone else with the same issue.
#13
Anyone having trouble using the stargate to bring in new colonists? After using it, saving and quitting, the savegame will no longer load. It'll hit an error say it failed loading.

The dev log after the failure is in the attachment.
I can clear up the "verb" problem but it still sticks there.

[attachment deleted by admin due to age]
#14
I think I'm getting that "null map" error, too.

I've had the "wanderer joins" event happen a couple of times but no-one spawns. When I check debug it says "Tried to spawn John in a null map".
#15
Quote from: sidfu on January 23, 2017, 02:55:13 PM
open the save in a text editor and find the switch and comment it oout and then see if u can load that save. if u can then its the switch if its still unloadable might be the memory glitch base game is haveing.
Good idea. I gave it a try and now it loads just fine. So the problem is, indeed, that switch. I certainly won't build any of those then.
Thanks, sidfu.

I thought I lost one of my other colonies when it wouldn't load and I had no alternate saves for it. Now I can recover that one, too. Definitely the power switch that broke the save.