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Messages - ButteryButters

#1
Hey there. I had an issue when I first opened the research tab on a new world it was completely blank and I couldn't select anything. After eventually reloading the game all my research options are there again but I say this in the debug menu



I don't know where it conflicts but the only mods I have that add research paths are GlitterTech, Mechanical Defense (Without Drones), Industrialization, Temperature Control, EPOE, and Miscellaneous+MAI. I am no expert so I can't even guess where the conflict is but I am guessing it is something with a research path and those are the mods I have that add some   
#2
Releases / Re: [A12d] Glitter Tech v1.0
March 01, 2016, 08:13:46 AM
Quote from: w00d on March 01, 2016, 07:11:16 AM
Dermal Regen do not work on old Gun wounds on Torsos. Only on scars.

Really? I thought it did o.O I haven't had anyone with an old gunshot to the torso using Dermal Regen yet. I've had gunshot to the legs but I usually have an advanced bionic leg from either EPOE or GlitterTech laying around to install on them :P
#3
Outdated / Re: [A12d] Gunsmithing Bench
February 29, 2016, 07:59:27 AM
I love any mod that adds the ability to craft weapons. Its awesome when you get a new recruit who is a great shot but only have bows laying around because of tribals. Then you craft he a sniper rifle and he single handily cripples a siege force.

I would love to see mod integration at some point, specifically with Rimfire, Rimsenal, Skullywags weapons mods (Gauss, Laser, and Plasma), and Glitter Tech since I have yet to find a mod to let me craft those and I miss that function from Ultimate Overhaul may it rest in pepperoni. Regardless this is a fantastically implemented mod.
#4
Releases / Re: [A12d] Glitter Tech v1.0
February 29, 2016, 07:50:40 AM
There are a couple Alpha 12 mods that can help with what you suggested Palandus.

Quote from: palandus on January 24, 2016, 11:38:17 PM
I might suggest for future versions (as I made the modifications myself in my own version), to add recipes for:
- Cybernetic Parts:

1) Cybernetic Brain (Brain injuries encourage the player to Euthanize the one affected and thus are heavily needed)
3) Cybernetic Scar Removal (Getting a Scar on the Torso really sucks, and unfortunately if you create a Torso replacement part it replaces EVERYTHING and prevents further cybernetics)

Dermal Regeneration fixes Scars from cuts and burns. Its built using 200 steel and 10 gold. Once it has power select your colonist, right click to use. It takes almost 12 hours but it fixes all the scars on the colonists body. I'd like to see a Glitter Tech way to get rid of them, possible a second research branch from Pharmaceuticals? EPOE adds some extra brain implants and any brain implant removes brain scars.

Quote from: palandus on January 24, 2016, 11:38:17 PM
- Recipes for Creating Metals
1) Recipe to Create Gold = Needed for Computer Circuits
2) Recipe to Create Uranium = Needed for Alpha/Beta Poly and other things
3) Recipe to Create Silver = Needed to be able to purchase all that Titanium and other items off Black Market Traders

Mechanical Defense 2 has something useful in the Utilities tab called a fissure generator which creates a small, medium, or larging mining fissure or a steam geyser, player's choice. Once the fissure is done you can place an Ore Extractor (researched seperately) to get a steady if not massive amount of Steel, Plasteel, Gold, Silver, Uranium, or coal. I found its best used on Uranium and Gold since they spawn so infrequently and then on Plasteel. Two of these allowed me to make my entire colony into advanced bionics (EPOE version not glitter tech sadly. EPOE Advanced Bionics only give a moderate increase as opposed to glittertechs insane one)

As for silver, I usually try to grab either advanced bionic arms or hands and a speed suit for my cook, I recently found having manipulation at 500% and butchering the remains of a small band of tribals gives me over 10k human meat and like 4 k human leather, which basically gives me infinite silver. The supply of beer and chocolate I typically need to balance the transaction help keeps my cook sane since he isn't a psychopath :/

Pretty much every other suggestion sounds awesome, especially the glitter world joy items. I like the idea of building a glitter tech arcade room with large tvs and holodecks and all that :P 
#5
So I am having a ton of trouble getting this to work. Every time I try I can't place the vents. I click on them and I see the resource cost near my mouse but there is no graphic and when I try to place it on any wall, vanilla or modded I see an error in debug like this "Exception: Cannot be null" or something similar. I took a screenshot of the errors when I loaded the mod into the game as well as a screenshot of all my mods listed in EdB mod order to see if that would help. My guess is it might be a conflict with GlitterTech or Industrialization as both add new walls, though I think Industrialization only adds concrete. I removed MD2 Fortifications so its not Mechanical Walls. I would like the play with this mod again as I find the vanilla coolers vents and heaters ugly and bulky. Hopefully the screenshots help.


I didn't have the Community Core Library installed .__________________________.

IMA STUPID! Carry on, nothing to see here!
#6
Releases / Re: [A12d] Glitter Tech v1.0
February 26, 2016, 03:54:50 PM
One thing I will say is I wish there was a wiki for this mod xD I can't figure out for the life of me how to get ethanol to make a pharmaceutical bench. Also I still don't hae anything new in production tab besides that, I am up to (as in currently researching) Advanced Factorization so I can't even make magnetic coils or computer components yet xD

I do wish I could craft the railgun though as well as the MRG Rifle and Pistol, those are da best! Back when I used ulitmate overhaul I would deck out all my colonists with them and a Flak Cannon :P
#7
Outdated / Re: [A12] Heavy defences 0.57 (10/02/2016)
February 23, 2016, 10:21:32 PM
Quote from: The_Fallen_One on February 23, 2016, 11:11:37 AM
Quote from: ButteryButters on February 23, 2016, 10:23:50 AM
I am not sure if its this mod, Turret Collection, or Auto Turrets but one of the three seems to make it impossible for me to use a hopper with mortars and I don't have a specific "Ammo Hopper" item. When I try to place a hopper near a mortar I get an error like "Must be placed near an object that requires a hopper".

Have you had this error? My guess is that its a compatibility error between these three mods. I haven't had a chance to properly troubleshoot it yet.

I haven't thought about hopper functionality so I will have a go at making the artillery hopper compatible soon. Also this mod is a collection of defensive structures, mostly turrets at the moment but I am working on expanding this so it heads deeper into other defensive options.

I'll be honest the turrets are fun but nothing has saved my colonists more then those bogs. I tile wide hallway about 10 long filled with bog and just leave a reinforced door for you to walk out of. The AI sees the unobstructed way pf the bog as safer then bashing down a high health door and they all funnel into turret fire.  That literally saved my colony during a fallout event where we couldn't leave the indoors safely and I got a poison ship and large tribal raid at the same time. I hope traps are more expanded on and that my colonists hit them less >.< RIP my wardens jaw.

*EDIT*

I don't think its your mod, I spent about 2 hours trying to fix compatibility yesterday (turns out all I had to do was remove NoCleaningPlease xD)

Anyway the only weapons mods I have now are Rimsensal, Rimfire, More Vanilla Turrets, GlitterTech, and High Caliber. I worked around the issue by using MD2 Deep Storage Units and setting them to just hold mortars
#8
Outdated / Re: [A12] Heavy defences 0.57 (10/02/2016)
February 23, 2016, 10:23:50 AM
I am not sure if its this mod, Turret Collection, or Auto Turrets but one of the three seems to make it impossible for me to use a hopper with mortars and I don't have a specific "Ammo Hopper" item. When I try to place a hopper near a mortar I get an error like "Must be placed near an object that requires a hopper".

Have you had this error? My guess is that its a compatibility error between these three mods. I haven't had a chance to properly troubleshoot it yet.
#9
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 05, 2015, 08:03:10 AM
Good luck with your project man. I hope it goes well, I'll likely play it as long as prepare carefully is included and I can start with 5 cybernetic advanced androids xD (I like to cheat apparently :P)
#10
Mods / Re: Where's Ultimate Overhaul Modpack?
October 02, 2015, 07:59:25 PM
Quote from: Praetorian on October 02, 2015, 06:33:04 PM
Pardon the intrusion, I've been enjoying RimWorld for several years now, think Tynan is kinda hot, discovered this rather enjoyable mod-pack about a month ago but its only this thread with the bitchiness, the back-biting and the whining that has convinced me to register!

I've a bit of experience with the drama that internet communities tend to attract, frankly if I might make a suggestion to all parties involved, it would be maybe to leave this issue for a few days, wait for everyone to calm down and then come back and look at things logically. From my brief experience with Rimworld modding this collaborative effort seems like one of the best ways of bringing quite a diverse set of talent to the game, it would be a shame if it was all lost in a few hours madness. So really if I could encourage everyone to do a single thing, it would be just to step back for a little while and let tempers ease off.

Hell of a first post btw...

Why does this forum not have a +/- system for grading posts? Because this post would immediately get a + from me personally. It can be said of pretty much every arguement in history short of love and war: Time leads to cooler heads and cooler heads lead to more reasoned discourse which leads to solutions as opposed to constant bickering (and admittedly highly entertaining reading)
#11
So I had another rather funny moment, again with Ultimate overhaul with the GlitterTech patch.

As UTTERLY TIME CONSUMING as it is to make magnetic coils I managed to make a Cruise Missile Turret for the first time. I think ok, explosion can't be that big right? I get raided by Nobals just as a group of Marines and Tribals are leaving. There is only one way into my base as you can see from this picture below. Note this isn't the same save, my old save vanished annoyingly so I used the debug mode to build this day one, using Cybernetic Androids from Prepare Carefully to speed up the hauling and cleaning :P



So imagine two groups of 6 people trying to leave through there at the same time as 12 Norbals rushing my base. A cruise missle goes off automatically once I hit the switch to send it power. Its got I think something like a 12-25 tile radius depending and where it strikes. Half the Norbals go away immediately and suddenly I am immediately hostile to the Marines and Group of tribals that were visiting. And all those turrets (I had more gatling turrets as well as an Avenger in addition to the Browning in my old game) go off on the 12 guys that were in the entrance :P Not long after I get raided twice in quick succession, first the marines then the tribals.

Not sure if a retribution strike is in vanilla or added by a mod but between the Norbals (12), bith groups of visitors (12) the attacking Tribals (16) and the attacking Marines (10) thats 50 men and women killed in the span of 3 game days all because of one completely overpowered cruise missile xD

And the best part? The GlitterTech Cruise Missile Turret uses NO AMMO. So the instant these guys raided me they were greeted by a cruise missile within 60 seconds of being on the map, and it hit half of there groups and wiped them out, 5 marines (3 dead 2 in shock) and 8 tribals (all dead) Unfortunately I forgot to turn it off and it fired at them while they were in my entrance x.x those little SIF shields can't take a cruise missile and it destroyed the roof supports caving in the room xD

Quote from: hyperkiller on September 28, 2015, 12:42:23 PM
My colonist gave my prisoner a meal then one of my dogs came running up and ate it right in front of him.

You have badass dogs my good sir. I don't send my prisoners food c: If I am playing vanilla I kind of have to but in Ultimate Overhaul I put a serving table in the prisoners rooms and set it to receive only Nutrient Paste Meals and Jerky. The only place to cook jerky in UOH is a simple grill. In the Bills I set it so it only cooks jerky from human meat, only cooks 10 of them, and are hauled to the best stockpile which is the serving table. That way there is no chance a colonist will take a human jerky meal, only a prisoner. Sounds sick but damnit Prisoners are expensive to keep when you have 12 of them your trying to sell and harvest from xD
#12
Most of my funny moments tend to also be gruesome sadly.

One such incident playing with Ultimate Overhaul I rushed to make a flak cannon but gave it my weakest shot. Not long after a raid happens and we beat back the invaders. Only survivor of the raid was a 62 year old man with 2 cataracts, a bad spine, and an old brain injury making him literally useless so I send flakky in to finish him of. 4 shots later I find out he literally shot of all his limbs without killing him at point blank range with a shotgun xD
So now I feel bad so I capture him and doctor him up, giving him steel arms and simple prosthetic legs. Still with that brain injury he can barely get from his room to the dining room and back to his room in a full day. Luckily for me I was swimming in silver from selling an excellent golden grand sculpture so when a prosthetic trader came by I'd buy anything he needed. Soon he was kitted with advanced bionic eyes, legs, arms, and spine. Even with the brain injury he was now able to be helpful.

Now remember Flakky? He has since been relegated to mining constantly. Eventually he broke to heat, exhaustion, hunger, and execution penalty (executed a particularly annoying raider). Guess who stopped Flakky on his rampage? The guy whose limbs he blew off. Now that's what you call ironic xD