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Messages - pongvin

#1
Quote from: Kirinya on July 14, 2017, 12:10:44 PM
Has anyone been able to make compost in the A17 version?

Started a new colony a few days back with a fresh install and the rotted mush, which I think is supposed to break down to compost, does not.
Rotted meat decomposes to the mush though, and I have not yet found any other possibility to make compost.

mix raw meat/rotted meat/burn barrel/fecal matter with rotted vegetables to make compost at the butcher table. insert compost into the barrel to create fertilizer.
#2
Quote from: crowman on July 09, 2017, 08:46:01 PM
Could someone PLEASE tell me how to turn off the clock at the top right AND the texture pack? Much appreciated.

clock: options / middle column / untick "show realtime clock"

texture pack: there isn't an easy way, they are integrated into the mods. find and replace the textures individually in the files if you wish.

Quote from: sidfu on July 08, 2017, 09:06:37 PM
i plan to start in a day or 2 if no major things come up in the pack. u already seen bits of it hear and there. the nerfing of jerky to .5 food and needs salt to make. roasted requiring more meat and the package survival meal making a comeback.it cost the ammount of 4  t3 or 4 meals but it never spoils.

I toyed with the idea of having salt play a more significant role in the food chain. It would be awesome if pawns could collect it from shallow water/marsh like they do with clay, and it should be possible to mine in the mine extractor. Unfortunately I can't code this yet.
#3
Quote from: Valor on July 08, 2017, 02:22:33 PM
I attacked Centipede (0.55 sharp armour) with Sunder (38 dmg, 0.53 armour penetration) and dealt 7 damage ... my calculation points to +- 18 damage ... where am I wrong?

to my knowledge centipedes naturally take half damage from everything due to their health stat modifier. test it on something else.

Quote from: BlackMonSterX on July 08, 2017, 08:27:34 AM
for now I have problem with Power , I try to build Antimatter generator... but it need Antimatter for Fuel... how I can find Antimatter?

antimatter is made in the hadron collider. it uses inorganic matter as fuel.

Quote from: sidfu on July 08, 2017, 12:00:40 PM
ill get around to fixing survival meals. the repice is there it just missing where to make. now it wont be cheap. right now survival meals gonna be the same ammount to make 1 of them as making 4 lavish meals. it will be tweaked when we do a plan balance pass on food meals

when is the food rebalance planned to start? I might start it on my fork with some direction.
#4
Outdated / Re: [A16] Hauling Hysteresis
January 18, 2017, 01:42:09 AM
Hello,

Thank you for this mod. Do the stockpiles need to be set to different priorities? I could not get it to work alongside hardcore SK, do you maybe have an idea about the load order and/or conflicting mods?

Thanks!
#5
Quote from: Slipshodian on September 15, 2016, 11:12:37 AM
Are antibiotics working as they should? I have colonists with infections popping some but the status effect seems to just pop up and instantly disappear. I don't know if it's functioning correctly (and the status of it is hidden) or it the duration of it is just really really short, making it pointless.

Not sure if it was intended, but antibiotics work like this:

A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.

Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.
#6
Quote from: Great on July 18, 2016, 03:01:16 PM
Is melee viable in this modpack?How the Alnico power armor shield&other armor integrated shield work?

when you have personal shield and power armor, melee is absolutely devastating. I recommend the katana made from beta poly. in the early game without armor, paws die too quickly for melee though.
#7
Latest version (DLed at 2016-07-13 00:25 CET) seems broken. It appears there's a problem with Building_Production.xml in line 2987 where the <description> tag was not closed properly (was </.description> instead of </description>).
#8
Help / Hediff question
March 08, 2016, 09:14:45 AM
Is there a way to set a min/max on the comfort/food/joy... stats of a pawn through a hediff? I know the capacities like consciousness/manipulation... can be capped and the mood influenced, is there a similar way with the other stats? If so, how is it done?
#9
hello guys, enjoying the new updates very much.

couple things:

flies and fleas are a little frequent for my tastes. it'd be cool if the event could factor in the cleanliness of the home zone (maybe by counting dirt patches), and the dirtier it is, the more frequent these events could become.

antimatter reactor either doesn't come off cooldown or takes way, way too long. weird because the similar tesla towers work well.

when crafting apparel or armor, the "UnfinishedApparel" bug still occurs (when the pawn can't finish the unfinished part, because sometimes the unfinished part thinks it's of a different material than what was originally used to create it).

antibiotics seem to have too little effect. maybe I was just unlucky with the tests, but I had 2 pawns at the same time come off with a disease and I dosed one regularly with antibiotics in addition to medical care while I left the other to only medical care. the antibiotics pawn didn't recover much quicker, only a little.

when I have a tactical computer, pawns can start playing games anywhere on the map while they are tasked with joy, not just next to the tactical computer.

the quantum fabricator constantly draws the same amount of power, instead of consuming less when idle. I think the CommunityCoreLibrary.CompPowerLowIdleDraw comp is accidentally missing there.
#10
Quote from: SuNnYxD on February 13, 2016, 12:27:25 PM
the latest version from github for some reason causes a black screen when i load a save game (even ones made after adding the updated version of the modpack.) and the console displays alot of warnings bout not being able to find certain mods

It's a sign of a corrupt save, if all your saves are like this, I doubt if there's any way to recover them. Upload the output_log.txt file from your game directory so the creators can check what caused it.
#11
I'm really enjoying the new events,  especially the "darkness" one, that's cool AF. As a suggestion, can you make it so that the little blobs of darkness creatures could actually spawn "inside" were theres no light? I found it was easy to just hole up in the base while they go away since they can't go through doors. Instead if they could spawn inside the base where there are no lights, it could be a little more interesting.

Meteorites, great idea. I think though that they should always be made of some rare metal instead of 70% slate-marble-etc and should drop more resources. Maybe some should contain rubies or other gems too.

Static signals, what do they do? Does it remove trade ships currently in range?

---

Other things: most recipes' description for higher end armors contain only "ingredients" instead of what actually requires, making it difficult to figure out how to build what.

advanced mine extractor still drops titanium alloy instead of ilmenite ore.

sand is a very, vey important resource and compared to how much of it is needed it's very time consuming to make. for myself I made it so a chunk of stone is directly broken down into 100 sand at the electric workbench, instead of having to go through the chunk>block>rubble>sand cycle.

great work, keep it up!
#12
Quote from: lude on February 05, 2016, 08:53:45 PM
new bug after playing for a while (a year)

Quote
System.ArgumentNullException: Argument cannot be null.

Parameter name: source

  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator93.MoveNext () [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

... [cut]
it doesn't do anything bad but probably slows down, counts a few hundred per second

a few minutes after a visitor spawned, perhaps unrelated

Can confirm, this just happened to me too. Slows the game down to a 10% FPS rate. I'll too attach the error log but I think It's the same. Happened after a year.

[attachment deleted by admin - too old]
#13
Quote from: Konsulus on January 21, 2016, 03:03:49 PM
Another bug that I frequently see is that certain tailoring and smithing projects never finish. They get stuck at work left:0 or sometimes even negative values. I have one junpsuit on the now working hyperloom :) sitting in that state. I am not absolutely sure if this can randomly happen to any recipe or certain recipes always fail like this. If you want to try to replicate this I suggest the Marine Personal Armor. I tryed to craft that one at least 5 times and all failed.
What else is strange is that although I made sure this jumpsuit would be crafted from hyperweave the description of the unfinished product says samoyed fur jumpsuit.

This happens when the unfinished object the ingredients turn into has a different "property" than it was originally made of, like you desribed, and is present everywhere these "unfinished" parts are used, like when crafting bionics.
#14
Quote from: zoranjoza on January 16, 2016, 11:23:00 AM
How to turn off Vulcan winter ? And if I turn it off will it come later again? I don't won't to shut it down forever it would be cheating.

game options > enable developer mode > open debug actions menu @ topright corner -> end map condition -> volcanic winter

this way you only end that instance, it can come back later.
#15
Quote from: Darian4 on January 16, 2016, 03:17:57 AM
I'm probably missing something obvious but where is the sonar module? In this thread it's said at least a couple of times it's in the electronics table but I don't see it.

See my screenshot, I can build a sonar but not its module in the electronics table.

Try looking up the recipe in the bench. It's found at mods/Core_SK/Defs/ThingDefs/Building_Production. Maybe the recipe is missing from there. I attached a screenshot of how it's supposed to be. Since you are missing some other things too, you might need to update the modpack to a fresher version though. Be careful cause that may cause you to be unable to load your previous saves.

Quote from: Masquerine on January 15, 2016, 08:29:57 PM
I took a look at it and the first thing I noticed is that the recipes allow non-smeltable weapons for some reason. I'm not sure how to remove that, but poking around to see. That probably has something to do with the issue. I can't seem to find anything. :/ Try again tomorrow I suppose.

A temporary solution was to remove the string  "<unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>" from the abstract settings in the recipes. This way the ingredients don't pop into a single object to be worked on, rather they stay separate until it's complete.

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