Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Griffith

#1
Quote from: f0xhunt on January 31, 2019, 04:27:07 PM
Quote from: rizay on January 31, 2019, 03:16:55 PM
Please make it CE compatible ce dev said he is pretty busy and i love both mods

They already added a patch for Rimfire.

https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc

Im using the latest Rimfire (which should include this id assume) and get the error for 7 or so guns aswell at the moment. How can I fix this?
#2
Once my pawns start making Robot Parts, half way through the bar that indicates their progress on it disappears and even though they look like they're making them, they never produce any results. No matter how long I leave them there. Can anyone else confirm? Ive been manually spawning 25 parts and deleting the required resources.
#3
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
November 07, 2017, 02:14:39 AM
Any chance we can get this updated for A18? :D
#4
Quote from: skyarkhangel on December 26, 2016, 05:36:36 AM
Hello i'am still working, need about  ~1-2 weeks more. Already runs on a16.

Oh, you're amazing. Is that the github version or?
Keep up the amazing work man
#5
Hey Skyark, been a huge fan on this modpack for definitely over a year now. Probably close to two, when can we expect the next major update? (A15 or A16?). I know it takes a considerable amount of time to do. Thanks man!
#6
Anyone else finding V4.0 a lot harder then V3.0? Is it wrong to rush for being able to craft ammo first? What do you guys usually try and establish/get done first? Its nearly impossible to survive early if you get smashed by a heat-event
#7
Quote from: Marduk on August 27, 2016, 06:10:48 PM
Quote from: TrashMan on August 27, 2016, 09:51:15 AM


I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.

Look at the new ore's info. They all have different stats, making allowing you to make better items and furniture if you use the right ore or other material. Say, you want to make an awesome sword? You look for an ore with high sharp damage stat, and preferably low melee cooldown too. Tin would suck with 50%, steel is ok with 100%, aluminium is nice with 90% and 70% cooldown, and stein is great with 140% sharp damage.
So no, they aren't pointless. Yes, it involves lots of micromanagement and confusing choices or options, but hey, i for one play the hardcore mod exactly for that.

Other material specific hint, before you can make the more advanced medical beds and use normal beds as medical ones, make them of lacosdile skin, it has really nice bonuses to treatment and immunity gain speed. That's what i love about this mod, there is a crapload of materials, and each of them has its own sets of advantages and disadvantages for every use.

I sorta have all my "textiles" setup in their respective stockpiles. 1 for furniture, 2 for hospital beds and 3 for armor.
#8
So, my guys survived razor rain at the begging. One had his arm blown off, but that was ok. I could deal with that. Winter just passed, struggling to get to integrated circuits and the darkness event happened? First time i ever saw that.. Not to spoil it for anyone who reads, but if you assume I didnt heed the warnings then you are correct. I messed up bad. It was absolutely horrific and awesome.
#9
Quote from: Zakhad on August 21, 2016, 02:24:42 AM
Quote from: Griffith on August 21, 2016, 02:18:07 AM
Using GitHub release, turned off Prepare Carefully so the spaceship crashing wont slaughter all my guys at once.. now none of them spawn haha

Are you using crash landing mod? That shouldn't be effected by prepare carefully, your dying due to ammo exploding probably. or you set to hard mode on the crash landing config where it quite literally is a crash landing 50-90% fatality you'll be lucky to have 1 person or 2 with a missing leg or arm etc.

If that's not the case you can just select arrival method in the scenario editor before you get to prepare carefully I always selected standing. unless I'm going for a theme.

What type of theme do you enjoy? I need a bit of inspiration :).
Also @Skyark, whats the chance of getting a feature like skilledbuilder added back in?
#10
Using GitHub release, turned off Prepare Carefully so the spaceship crashing wont slaughter all my guys at once.. now none of them spawn haha
#11
Anyone got a fix for this yet?
#12
Quote from: FlipFlop1st on August 20, 2016, 03:58:19 AM
At start all my people die right after landing. Ship parts raining from the sky, nobody survives. Is this intended?

PS: green is not a primary colour right? :)

Thought I finally had a spawn where no one dies, saved the colony and started and the last debris landed on all 3 of my guys. Instantly whiping my out... ahaha
#13
Quote from: Nomonk on August 18, 2016, 04:19:02 PM
Quote from: Haplo on August 18, 2016, 02:21:40 PM
If you've found them in the save file, take a look at what the variable <Active> of the component 'MapComponent_ColonistsOutsideMap_RumorOf' they are in is saying. Is it 'True'?
There is sometimes a case where the variable is set to false, which will result in them never to return (or when the next Rumor is starting). Just set <Active> to True and set the <returnTicks> to 100 so they'll soon return.

Thanks for the fast help mate, appreciate it!

Looked into the savegame, it says it´s active, and whenever i change the returnticks, reload, then save again, it´s reset to a high number.

Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
<Active>True</Active>
<ExitMapCell>(63, 0, 0)</ExitMapCell>
<returnTicks>190904</returnTicks>
<autoDeactivateTicks>115</autoDeactivateTicks>
<PawnsOutOfMap>


This is how it looks like, despite trying to put the <returnTicks> further down. Does it have anything <autoDeactivateTicks> to do?

Im having the exact same problem. Set it to 100 down from 67k, it reset to 160k. My pawns have been away for a ludicrous amount of time now haha

Edit; Ive been checking the return ticks timer and it goes down from ~160k to ~60k and back up to ~160k. Bugged?
#14
Can anyone else confirm if the (misc?) incidents are bugged? Still havnt got my 2 colonists back that I sent out a season or so ago. :(
#15
Quote from: Owlchemist on August 18, 2016, 06:53:28 AM
Quote from: Griffith on August 18, 2016, 04:48:22 AM
Anyone know which research unlocks the Hi-Tech Research Bench? Ive manual read every one.. maybe ive missed something?

Infrastructure III
You can pretty much put any research/item/building into the in-game help and it'll give you a breakdown on info like this, btw.

Got the research, bench still hasn't appeared though. I also have only had 1 traders caravan, 0 ships and sent 2 colonists on a mission and its been quite some time since ive heard back from them. Bugged maybe? (6 hours in real-life time played on this world?)