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Messages - Edgewise

#1
Quote from: skyarkhangel on April 02, 2016, 10:38:13 PM
Thank you, of course you can write more. I noted your wishes to next update  :)

Ok, cool.  There are literally many thousands of these, so I need to think about it for a while and come up with a good list of metal types.
#2
I would like to see some re-balancing of the stats for metals.

Cast-Iron:  In the game, there is no reason to ever make this.  In reality, it is the base metal for most fabrication machinery today because it is very rigid, allowing machines to hold close tolerances repeatably and it's easily worked.  Work stations made from this metal should be as good as or better than other metals.

Copper alloy:  Very good natural anti-bacterial properties.  I'd say immunity gain should be extremely good with this material, much better than any of the other metals excepting those made from silver.  The 'work speed' of work stations made from this should be about on par with wood, maybe a tiny bit better.

Aluminum:  Stronger than steel pound for pound, but not even remotely close to as strong volume vs volume.  A thick aluminum bracket can hold a shelf better and weigh less than a thin steel bracket, but a pinky sized steel cutting tool can turn a 100 KG block of aluminum into tiny aluminum chips and not even get dull if your surface cutting speed is correct.  Aluminum work stations I'd say are mediocre.  It lacks mass to be good as a blunt weapon and is to soft to hold an edge as a blade.  It's extremely easy to work (cuts about 4-10x faster than plain carbon steel depending on the situation) so the 'work to make' I think should be about the same as copper, very very fast to build things from this metal.  Also, it's got very slow deterioration except in the presence of certain chemicals and elements like mercury.

Plain Carbon Steel:  Not as rigid as cast iron, but it won't crack or deform nearly as easily.  Much better in 'shock' impact situations such as being the barrel of a gun or the blade of a sword.  Rust deterioration is a problem.  Good overall rounded properties but high mass.  It's the most common metal in manufacturing that does not require some specific property that steel lacks in.

Alnico:  A very cool material with high resistance to heat, but it's not as strong as stainless steel or high carbon steel.  More importantly, it's a strong permanent magnet.  A magnetic weapon presents all kinds of problems...  Wearing a steel helmet when you go to work on your magnetic Alnico workbench?  I think you see where I'm going with this.  Maybe limit this to a specialized ingredient that can't be made into walls, weapons, work-stations or furniture.

If you're interested, I would like to help come up with some good info on all kinds of metals. I am a machinist who cuts this stuff into machinery parts every day. :)
#3
Quote from: Utherix on March 30, 2016, 09:04:40 PM
I just switched to 2.5 and it's literally twice as good as 2.4. Love this mod (pack).

Yea, agreed 2.5 is great.  Still has some stuffs to be fixed but it's still very fun.
#4
While I think the initial source code point is a valid one, I think the thread might get derailed....  Maybe a new thread devoted to this topic is in order.

Ok, issues with the terraforming pump and the  regular pump: 

The regular pump is basically worthless due to it's ridiculously slow speed.  It's much easier and faster to drop sand over a muddy area and then build whatever other ground type you want on the sand.  This thing needs a performance buff imo, and the power requirement of 400 watts is a bit much.

The teraforming pump on the other hand is OP -except- for the fact that it can't be moved.  It very quickly converts terrain to soil, even paved tiles and such.  I think it should be toned down a bit to only work on mud, sand, marsh, and maybe shallow water.  With these as they are, hydroponics are made to inefficient by comparison, and thus obsolete.
#5
Quote from: hazey_sunshine on March 28, 2016, 05:48:34 PM
Sorry if this has already been asked, I'm a bit too dizzy to look through 30 pages...
My visitors have the shared bedroom debuff even though I've got them in separate single rooms - is this intended?
Just started using the mod after eyeing it up for a while, feels good on the ice sheet to offer a little shelter and respite for the villagers!

Yea it's been mentioned.  On the other hand, you can make a really great guest room with 10 beds in it that will very easily offset the -5 for shared rooms and be unrealistic to try and do with 10 separate rooms anyway.
#6
Quote from: RooSalad on March 27, 2016, 09:14:04 PM
It seems that every single game I've tried to play (about 15 or 16) there has been a re-occurring, game-breaking problem.

After several days (usually just about long enough to get a basic base set up, with some real beds. Just before I start getting power sorted out) the Cooking Grills stop working completely.
This causes my colonists to eventually begin to starve to death.

After said problem begins, my colonist will no longer prioritize cooking jerky on the grills, regardless of the availability of raw (fresh) meat to cook. The colonists (when manually told to cook on grill) cannot do so, because the option to Cook on Grill is grey'd out, and says that it "lacks materials".
This has happened to every single colony I've attempted to make, while the Grill DOES NOT lack materials. There is always plenty of fresh raw meat in appropriate stockpiles to be cooked. They ALWAYS have the required cooking level to attempt to cook jerky.

Also, once this problem begins, my colonists will no longer acknowledge the existence of (fresh) cooked Jerky in my stockpile, and they will make no attempt to auto-eat it themselves. I have to force them to Consume Jerky before they starve to death.

Is this a common bug? It's completely game breaking for me, as I prefer to make Jerky the early game food of choice until Power is readily available.

Also, I'd like to say that I'm very aware of how to install the SK modpack, and I've tried to completely uninstall and re-install the entire pack (even start with a completely new game installation) multiple times.


tl;dr
After several days, no matter what I do the Cooking Grill stops working completely. Says its lacks materials, and colonists can no longer craft/cook jerky. The colonists will also completely disregard any jerky in my stockpile, no matter how fresh it is.

I have not seen this bug.  There could be a conflict somewhere in your files affecting behavior of your colonists or something along those lines.  I would try a clean install of the game and mod-pack.  This gets rid of most issues for me.  In a couple cases I DL'd an updated version of a mod that was newer than the one in the SK pack in order to deal with a problem.  This should be a last resort, as most mods in the SK pack have been further altered to work in their mod-pack.  Hospitality with the hotfix to stop visitors from self-recruiting is the only one I can say for sure should be treated this way.
#7
Quote from: Turner on March 27, 2016, 03:39:50 PM
Im still missing a research bench...was it renamed?

Nope.  It should be in the miscellaneous tab.

Edit:  Doh!  Guess I shoulda refreshed the page before posting.
#8
Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...

Yea, it's completely not worth it unless you are mending a very hard to make or expensive item.  On the other hand, if you have a colonist who is super-specialized at say... killing things, giving them this task when there is nothing to kill to keep them busy is ok.
#9
Quote from: Jakey52 on March 26, 2016, 10:13:57 PM
Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony :P

It's not in the main folder because most ppl don't use it, but it works fine.  It was kinda neat, except you start with tons of resources you normally wouldn't, very ez mode.  And sometimes things happen right at the start, like a chunk of ship hits a mechanoid inhabited building and scythers run out and kill you 3 minutes into the first day.

Note to self: A wise man does not smelt the fire extinguisher.
#10
Quote from: Turner on March 26, 2016, 09:36:19 PM
Quote from: Mrshilka on March 26, 2016, 09:24:24 PM
Quote from: Turner on March 26, 2016, 09:21:24 PM
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.

Install the mods config file as explained int he install instructions to have the modpack loaded int he correct order.

I tried to reinstall it and everything but nothing would let it reload the mods in the order so I have to get it from someone else to try to fix it and yes I did clean install both the mod and rimworld to try to fix it so this is my last shot.

I think you are misunderstanding.   The modsconfig file will load them in the right order for you.   Right click the windows icon in the lower left, scroll up to 'run' type in '%APPDATA%\..\LocalLow ->' and hit enter.  It should open up the file folder something like this:

C:\Users\(your name here)\AppData\LocalLow 

Then navigate the directory tree a couple folders deeper to:

C:\Users\(your name here)\AppData\LocalLow\Ludeon Studios\RimWorld\Config

Delete everything here and put the modsconfig file from the mod pack into this folder.  This file will now tell your mods which order to load.
#11
Quote from: Jakey52 on March 26, 2016, 07:32:09 PM
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L

Possibly an area restriction or something else?  If not, sounds like a corrupted file or conflict.
#12
Quote from: Nimander on March 26, 2016, 06:19:28 PM
Quote from: Edgewise on March 26, 2016, 06:04:22 PM
With the latest mod version DL'd today, I do not seem to be able to talk to visitors.  They show up green like traders rather than blue as visitors normally look.

Had the same issue today, couldn't talk to visitors, traders weren't setting up their tents. Fixed by reinstalling the modpack and starting a new colony.

Hmmm.... Guess I can try that, but I just did a fresh install and it did this, then redid it and it happened again.  Traders are acting normally, and the visitors are as well.  It's just that they show up green and my negotiator can't actually talk to them.
#13
I reinstalled SK HC today on a fresh install of Rimworld to get the latest version and found that I can't chat up visitors anymore.  I'm not sure if the SK mod pack has the latest version of Hospitality or not, but I tried a fresh install twice and it is still having this issue.  Also, the visitors are showing up super early in the game (like day 2).

Edit: pasting your hot-fixed file in did fix the problem, so there is definitely a difference in the files beyond the HP and resource requirements for the furniture.

One additional hospitality feature I would like to see is the ability to be friendly without recruiting or raising faction with visitors.  Atm, if you have 100 faction already, you can't talk to them without trying to recruit them.  This is something I noticed in the last version before I had the issue I described above.  They might have some nice gear I want them to drop, but don't want to recruit them and can't raise faction any further, so a third option to have 'friendly chat' would be cool.

Ah one other thing.... please remove enriched uranium as something guests can leave as a gift.  Not sure how it doesn't kill them, but once they drop it, it's about 50/50 if they die before walking far enough away from it.  :)
#14
Outdated / Re: [A12d] Recycle Apparel V1.0
March 26, 2016, 06:27:22 PM
This mod is useful, but I use the version in the SK mod pack which only gives you a return on something if it was made 100% from one material.  As most of the things worth recycling in that mod pack are not made from one material (even mundane shirts take textile+spare parts) I find myself only using the recycle option rarely.  If possible, I'd like it to yield back a bit of just the main ingredient rather than nothing when recycling things made from more than 1 resource.
#15
With the latest mod version DL'd today, I do not seem to be able to talk to visitors.  They show up green like traders rather than blue as visitors normally look.