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Messages - worldspawn

#1
Quote from: Harry_Dicks on February 12, 2018, 08:42:11 PM
Quote from: worldspawn on February 12, 2018, 08:40:47 PM
I just ran every event, including ones that shouldn't relate like ebola, and it's definitely "meteorite impact" that causes both types. Disabling it in the scenario editor doesn't work :(

I'm not even sure if this is possible, but maybe a mod can re-add back in an event even if you disable it in the scenario editor?

Heh, how to disable and re-enable mods one at a time and play new games for several minutes each to see if there's a difference :)
#2
Quote from: Canute on February 12, 2018, 03:21:36 AM
Quote from: worldspawn on February 11, 2018, 06:09:58 PM
edit: so uh, it strangely doesn't seem to work. I added "Disable Incident" in the editor and chose "Meteorite Impact". Within the first few hours of a new colony I had two impacts, one the SK version where it leaves the small minable meteorite, and another the vanilla "dump a minable patch" that set the forest on fire. Any other ideas?
Don't forget HCSK add own meteor events too, you might just disabled the vanilla one.
Use the dev tools to start incidents, until you identify the named of the ones you don't want.
Then you should be able to deactivate them.

I just ran every event, including ones that shouldn't relate like ebola, and it's definitely "meteorite impact" that causes both types. Disabling it in the scenario editor doesn't work :(
#3
Quote from: Canute on February 11, 2018, 05:09:38 PM
Like all incident's you can disable them at the Scenario editor.

At your running colony, you would need to edit the safegame.
Just start a new colony with that incident disabled, safe the colony.
Edit the safegame, locate the entry and copy it over to your safegame (don't forget a backup).

Ahhhh the scenario editor, forgot all about it. Thanks :)

edit: so uh, it strangely doesn't seem to work. I added "Disable Incident" in the editor and chose "Meteorite Impact". Within the first few hours of a new colony I had two impacts, one the SK version where it leaves the small minable meteorite, and another the vanilla "dump a minable patch" that set the forest on fire. Any other ideas?
#4
The new meteors in .18 that dump a mineral deposit, is there a way to turn those down or off completely? I'm having close to a dozen hit within the first two days, usually obliterating ship parts and other resources I haven't had time to get yet. At this rate I'll lose most of the maps resources before I can get them, if it doesn't just burn down first.
#5
Quote from: worldspawn on June 24, 2017, 10:57:40 AM
It may already be in the thread but I searched and can't find it. When I start a new game, 2 of my 3 colonists are blue and have randomized equipment/skills that aren't respecting what I selected in prepare carefully. Anyway I can resolve that?

Found it, in prepare carefully when randomizing a character till I found something to build off of, it was changing the race to Nova. Saw a earlier post of how PC wasn't working for non human races.
#6
It may already be in the thread but I searched and can't find it. When I start a new game, 2 of my 3 colonists are blue and have randomized equipment/skills that aren't respecting what I selected in prepare carefully. Anyway I can resolve that?