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Messages - Kadrush

#1
Quote from: M00nStalker on February 11, 2017, 05:38:43 AM
I'm going to hell...

I needed compost for tilled/rich soil and my future hydroponics. The catch was that my map didn't have too much nitre and I didn't want to waste a mining rig to pull that up and then have a colonist make compost. I started hunting small animals but even that wasn't enough. However it turns out a small chicken gives as much compost as a large muffalo.  So I came up with another idea. I purchased a few hens and a rooster from a passing trader and started breeding chickens like crazy. After getting up 15 hens as breeding stock I used the fantastic manager mod to automatically assign every juvenile chicken to a new area. An area that's filled with compost bins, a steam geyser and an industrial heater, temperature 90 C. Naturally the chickens that's in this area suffer heatstroke, quite quickly. As they're already on the compost bins I don't even need to have a colonist haul the bodies.

The result is a close to unlimited supply of compost for no cost (the breeding stock are free range) and very minimal effort.

I do not condone cooking chickens alive.

And thats how nuggets are born...
#2
When i chopp wood i try to forbid all seeds from the trees and let the wild do the job do getting rid of them. Also, by not hauling the seeds I need less time to haul the wood logs and can focus on other stuff.
#3
Quote from: Rhyssia on January 29, 2017, 05:55:25 PM
Quote from: Reviire on January 29, 2017, 12:51:29 AM
So I've been having more of a proper playthrough. So far, it's going pretty well, i've managed to get over a lot of the issues I've been experiencing.

But there is one thing. Potatoes right now, you get a yield of around 5-7 per harvest, but it costs 25 potato seeds for 5 seeds. You see very little, if any gain from potatoes. Maybe there's a way to make this better that I'm missing, but I think it'd be worth lowering the cost to around 10 potatoes, or at least 15.

Will look into on balance

Quote from: ElvenMusic on January 29, 2017, 01:35:15 PM
http://pastebin.com/tS0t0uLq
Im having issues with hunting and shooting muffalo, its an issue with combat realism and im not sure how to fix it, it just doesnt hurt muffalo at all

Maybe load order error?

Quote from: Yck on January 29, 2017, 04:44:58 PM
Is it just me, or does this mod ~considerably~ reduce the frequency of several events, like raids and trading caravans? If I'm right, is there a way to adjust or deactive this?

It adjusts wealth base. So once you get more stuff, it'll start happening.

Rhysia, for me Potatoes are balanced, all you need to do it to use high lvl growers to harvest them and keep a bill on the plants table with a nice limit of seeds. Every harvest I have surplus to eat and for seeds. In one game i ended up stockpilling 10k of potatoes (temperate biome, 30 days, 3 sunlamps) until an electrical fire burned them all = no vodka this winter.

What I would consider for balance are glowbulbs, they yield few and are usefull mainly for the post roast and mushrooms bill, which demands only 2 of them per recipe. The fish / glowbulbs combo makes me hunt on Boreal biome only for leathers, even during winter. 0.85 nutrition for 7 ingredients, in early game, is quite OP.
#4
Quote from: sidfu on January 28, 2017, 11:36:46 AM
Quote from: Kadrush on January 28, 2017, 05:07:35 AM
A few things i would like to point about the current mechanics of this awesome modpack

1- The mending system is quite unbalanced, it costs me 10 cloth to make 5 repair kits and around 50 repair kits to fully repair a parka, meaning that i spend 100 cloth to repair a 75 leather parka (not to mention the component costs of the repair kits).
2-Untrained animals eat anything that the game considers as food, including vodka and antibiotics, not sure if intended but alcoholic puppies are quite hilarious.
3-About weapon craft benchs, I cant dismount weapons for parts with the second weapon craft bench, parts cost way to much, meaning that weapon crafting is rare in my games. Not sure if it is possible with the last one, but they need a lot of late game stuff to be built giving you a hard time on defenses.
4-Turrets seems way to OP right now, a few 7.62 machine guns and a single grenade launcher and i dont have to worry about raiders anymore (unless they drop inside the base). About that the game lags a lot with the impact of those grenades.
5- I suggest adding small amount of plastic to crash parts that you found around the map (or to traders), it ll help a lot in early game, specially in getting a sun lamp for those deadly biomes.
6- Traders do not trade ammo.

A few other things:

1-If you grab a piece of furniture and pick to your inventory, like turrets or a simple grill, the pawn ll not drop them unless assigned for any inventory config that dont use that item.  Seems to be a bug, and a complicated one as sometimes caravan pawn place stuff on their inventory instead of the pack animal. Also it complicate when you try to create machine gun teams with the pawns to take the fight to the enemy (pick the dismounted machine gun turret and building it close to the siege).
2-Sieges seems to be broken, they just hang around and dont build the turrets, i guess they lack resources to do so.
3-Sleeping bags are not considered a piece of furniture, cant pick them due to the inventory bug stated above and cant place them on the stockpile zones.

1. they plan to do a balance pass once all the major things are fixed.
2.animals eating anything is a stock issue not SK issue.
3.its a known bug that weapons cant currenty be deconed.
4. turrents not op its jusst that combat system is more realistic. the lag from explosions is due to a repeating error meaning u useing a old version as thats been fixed.

1. for inventory its known if u set up a assignment and u force try to put stuff in it can cause issues.
2. on seiges take SS with dev console open and put on git what u see so they know what to look for.
3.far as i know the sleeping bags and tents whre designed to be put in caravan inventory not personall backpack. those 2 inventorys are comptely differnt.

@Gaiska check the dev console. sounds like u got a constant repeating error.

The inventory issue is, they can take furniture normaly, they pick button show up, they just cant drop them. Furniture (steel grills, sleeping bags, tents) were not meant to be inventory stuff?

About sleeping bags, what i meant was that there is no way to place it in a stockpile like you can do with dismounted beds and other pieces of furniture (tents do and both came with the same mod)

Next siege i ll do so, but i can guarantee that they are missing cloth for the sandbags, a drop pod left some cloth around a siege area (i didnt bothered to pick it up), the first thing the siegers made were to make a run for it and pick the cloth to make the sandbags.

Yeah, i usually wait around a week before downloading a new test version for the mod.

Tks for the reply
#5
A few things i would like to point about the current mechanics of this awesome modpack

1- The mending system is quite unbalanced, it costs me 10 cloth to make 5 repair kits and around 50 repair kits to fully repair a parka, meaning that i spend 100 cloth to repair a 75 leather parka (not to mention the component costs of the repair kits).
2-Untrained animals eat anything that the game considers as food, including vodka and antibiotics, not sure if intended but alcoholic puppies are quite hilarious.
3-About weapon craft benchs, I cant dismount weapons for parts with the second weapon craft bench, parts cost way to much, meaning that weapon crafting is rare in my games. Not sure if it is possible with the last one, but they need a lot of late game stuff to be built giving you a hard time on defenses.
4-Turrets seems way to OP right now, a few 7.62 machine guns and a single grenade launcher and i dont have to worry about raiders anymore (unless they drop inside the base). About that the game lags a lot with the impact of those grenades.
5- I suggest adding small amount of plastic to crash parts that you found around the map (or to traders), it ll help a lot in early game, specially in getting a sun lamp for those deadly biomes.
6- Traders do not trade ammo.

A few other things:

1-If you grab a piece of furniture and pick to your inventory, like turrets or a simple grill, the pawn ll not drop them unless assigned for any inventory config that dont use that item.  Seems to be a bug, and a complicated one as sometimes caravan pawn place stuff on their inventory instead of the pack animal. Also it complicate when you try to create machine gun teams with the pawns to take the fight to the enemy (pick the dismounted machine gun turret and building it close to the siege).
2-Sieges seems to be broken, they just hang around and dont build the turrets, i guess they lack resources to do so.
3-Sleeping bags are not considered a piece of furniture, cant pick them due to the inventory bug stated above and cant place them on the stockpile zones.
#6
Is anyone experiencing weather issues with the current test version? i just got 10 days of winter without snow, all clear, something seems to be broken as the map where i am usually has blizzards and all the hard winter stuff.
#7
Quote from: Azzarrel on January 23, 2017, 11:21:13 AM
wouldn't it be possible to make fences only accessable for colonists (like doors for example), so they can hop over them, while wildlife can not.

I prefer palisades to isolate crops from wildlife, as it being able to jump over fences, it need some balance, but i am pretty sure that a rabbit can pass under one.

A question, how does the Asari lightning thing works? I cant figure that out, sometimes i got hit if i wound/kill one, sometimes dont.
#8
I just got a very odd bug, my colonists started to starve even with 4000 potatoes in stock, they were not cooking (says "need materials" for simple meals) and they wouldnt picked the potatoes, when i tried to feed a sick colonist the message said "no food" I am using a mod version of around a week ago, so sorry to report if already fixed.

I rolled back autosaves until 1 hour ago and it seems to be working fine now, not sure if it ll continue that way, if this bug is repeatable or triggered somehow.

edit: oh, and i was playing without skynet mod, but a raided spammed with a skynet cloak.
#9
Quote from: Rhyssia on January 22, 2017, 07:31:41 AM
Quote from: Kadrush on January 22, 2017, 07:29:23 AM
Quote from: Rhyssia on January 21, 2017, 06:57:11 PM
Quote from: Kadrush on January 21, 2017, 06:52:10 PM
-snip-
-snip-
Yeah, I know, it is an issue with the game engine, just telling that the workaround is the same as KSP, just restart the game.

On the other hand, where can i mod the storyteller colonist limits? I am getting sick of getting diseases on half of them with no apparent reason just because i hit the limit.

RimWorld\Mods\Core\Defs\StorytellerDefs\storytellers.xml

There are two storytellers.xml, one on core and another on core_sk, which one should i change?
#10
I am starting to feel that the malaria which got in an specific part of the body is far more serious than the whole body one. The first one seems to be related to mosquitoes, fly bites and the second one seems to be event spammed. The first one start with immunity around 24% and progression around 65%, the second one starts with immunity around 50% and progression around 60%, being slower than the first one.
#11
Quote from: Rhyssia on January 21, 2017, 06:57:11 PM
Quote from: Kadrush on January 21, 2017, 06:52:10 PM
For those experiencing the system out of memory exception while saving.

I recognize the message and the engine in which this game runs, i am pretty sure that it is the Unity and i had the same issue on KSP. All I had to do was restart the game on the last auto-save to release the locked memory and continued playing from where i stopped, it worked there and just worked here.

It's a memory leak from A16 (wasn't noticeable until you really murdered the memory.)

On another note, any C# programmers out there that can look at something for me real quick?

Yeah, I know, it is an issue with the game engine, just telling that the workaround is the same as KSP, just restart the game.

On the other hand, where can i mod the storyteller colonist limits? I am getting sick of getting diseases on half of them with no apparent reason just because i hit the limit.
#12
For those experiencing the system out of memory exception while saving.

I recognize the message and the engine in which this game runs, i am pretty sure that it is the Unity and i had the same issue on KSP. All I had to do was restart the game on the last auto-save to release the locked memory and continued playing from where i stopped, it worked there and just worked here.
#13
If i deactivate skynet submod will it break the mod? I feel that it just do not blend into the game
#14
In order to manage seeds I am using the plant basin to extract extra seeds since the first harvest. I create a bill with a minimum amount of seeds that i want, i use the harvest to extract seeds and if i cross this limit what is left can be used for food, in other cases, i just hunt for meat. I spent 2 years raising my seed bank for potatoes, now i can produce with seeds to spare in case of a blight. On the corn, cotton and bamboo front i am still raising my seed levels for 3 years in a roll.

I still sugest a small raise in the seed chance just to avoid spending so many years just to create a seed bank.
#15
Is the game supposed to combo event with phoebe chillax as the storyteller? Today i got in 2 days 4 cases of malaria (out of 8 ), insectoid infestation and a raid. Had to reload the game, after that i had a similar combo.

3 other things:

1-How can i make mushroom tincture (cant find the right basin, only the tech)
2-I gave medicine (the red one) to all my 4 malaria colonists and treated them with a high lvl medic, all 4 died around 60 immunity, do not know what have i done wrong.
3-I would like to ask for a suggestion for weapon to bring down with in a prepared carefull restart (along with the kind of ammo it uses). I tried the 400 pts pistol, but the ammo is expensive (0.6 per bullet).