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Messages - mvargus

#1
Support / Re: my colonist stopped working
July 14, 2019, 08:41:41 PM
I have had to do some massive resets of my mod list cause of problems before.  I did finally identify the culprit and removed it.  It was a mod that recently updated and caused a massive conflict with several other mods.  Thankfully it was one I just had in to see if I liked it, so I'm not feeling a huge loss without it.
#2
Support / Re: my colonist stopped working
July 12, 2019, 06:54:43 PM
thanks, I'll remember that for next time.  I had already deleted the save and created a new colony after switching around a couple of mods.  There appears to be no problem at the moment.
#3
Support / Re: my colonist stopped working
July 12, 2019, 07:06:11 AM
thanks, although I have been running mods for a while, and never had this happen before.  As for errors, there were none that I saw which should affect a human colonist, just some for one of the mod races.
#4
Support / my colonist stopped working
July 11, 2019, 09:45:32 PM
My colonist will obey a right click "prioritize" and do one thing, but with then just stand there endlessly.  I'm running a scenario with a solo start, so if this one colonist doesn't work....

I do have a ton of mods, so I expect its a mod issue, but I was hoping someone here could give me an idea on where to start looking for the fix.
#5
Is there a mod that makes boomalopes give chemfuel rather than FSX (or makes them give both?)  I love this mod, but I like having my boomalopes usable as a fuel supply for my generators.
#6
Releases / Re: [B19]Ancient Rim (27th Sep 18)
September 27, 2018, 03:28:52 PM
Can I find this in the steam workshop?
#7
General Discussion / Re: Worst 6 traits?
September 27, 2018, 03:26:56 PM
Quote from: Snafu_RW on September 27, 2018, 01:36:40 PM
One thing ppl seem to have missed is Frail (or Bad Back for the lesser version)..

those aren't actual "Traits", but modifiers due to physical issues.

As for me

I try to avoid chemical fascination/interest:  I don't usually run a drug production system, but I've had a few bad experiences with drug related breakdowns so I'd rather not have someone likely to raid what drug stocks I do acquire.

I hate slothful/lazy:  who wants needs someone who won't work hard.

I'm not a fan of the psychically sensitive types: they are much more likely to mentally break when you do get a psychic drone.

I'm not a fan of volatile/neurotic types: mental breaks are always a problem, who wants to make them more likely?

As for the others that have been mentioned.

Pyromaniac - I'll avoid them at the start, but I always build primarily in stone and prefer stone tile floors, so eventually my bases are largely resistant to fire.  They aren't a first choice, but I've had some very successful colonies despite having a pyromaniac in the colony.

Wimp - I'd never give one of these a melee weapon, but they can still help in the colony.  They are just a proxy for a non-violent type, although if you can give them a sniper rifle and they have the shooting they can help against raids.

Gourmand - frustrating, but I find I can live with them if necessary.

At least that's how I feel.
#8
Unfinished / Re: [B19]Lost Forest (WIP)
September 25, 2018, 01:11:41 PM
IGNI,

thank you for the answers.  I was nice to see that you are putting thought into the updates and the creatures you are generating.

Admittedly I am a fairly heavy user of the game, so your comments about wanting this mod to please more casual players made sense to me.  I used the angora rabbit v foxia wool generation comparison because it was one of the easier ones for me to remember.  The Angora rabbits appear in one of the more expansive animal mods, and I often say they are Yorkshire terriers that also produce one of the best wools in the game.  Of course, its a very small amount since each rabbit only produces 15 wool every 10 days or so, but they do breed rapidly so having a dozen all producing wool is not hard to manage.   

I guess a lot of my concern is partly based on my being a fairly dedicated player.  I have always tried to avoid mods that unbalance the game too much.  I don't mind gaining a slight advantage or even a slight disadvantage like you get with Dubs Bad Hygiene, but I've always avoided the Glitterworld mod because it can make the end game too easy.  The creatures of Lost Forest are extremely useful and powerful which makes me a bit hesitant to use them. 

it is your mod, and you should make it as you want.  I'm just hoping we can find a middle ground where they help enough to please a player with your style of play, but won't be so helpful as to disrupt the play of those who like a challenge when they play.
#9
How does this work with the books and bookcases from the Additional Joy Objects Mod?
#10
Unfinished / Re: [B19]Lost Forest (WIP)
September 23, 2018, 11:50:05 PM
Hey Igni, as I said, I like this overall, but you definitely need to clean up some things.

In another game (my flammella adventure was swept off the map by a tsunami of manhunting cheetah) I ended up getting the farm animals join and gained 3 foxia.  After I while I observed a few things about these cute girls.

1) they produce their food far too quickly.  It seemed there was a new fortune cookie every day.  Perhaps stretch this to one every 3-4 days.

2) they produce an amazing amount of wool and while its not angora rabbit level of value, its fairly good.  You might want to reduce the yield a bit, these girls aren't as big as an alpaca.  (as an example those same angora rabbits only produce 10 wool every grooming.)

3) the wool may have an error on its values.  If you want it to produce a cooling effect the "cold resistance" may need to be -30C not 30C.  I'm not 100% sure of this, but I believe the way its set now it would actually make the lowest comfortable temperature 30C higher than not wearing the clothing.  (I didn't test this, just noticed the values, so far I've only made bedrolls out of the wool.)

4) the foxia don't have an eat speed % or apparently any appetite for food.  It took me a while, but I finally noticed that they never actually ate anything.  You do need food for training, but they don't eat otherwise.

All little things, but they did surprise me.  You might need to talk to one of the modders who have created animal mods to find out how to fix a few of these.
#11
Unfinished / Re: [B19]Lost Forest (WIP)
September 22, 2018, 10:42:13 AM
Quote from: IGNI on September 21, 2018, 08:58:56 PM
Quote from: mvargus on September 21, 2018, 12:03:20 PM
One tiny request.  I added this and ended up with a pair of Flammelia showing up as a wandering self-tame.  They are nice to have, but the constant call outs they make get a bit tiresome after 1 hour or so.  Can you reduce the frequency of them calling out in their "very cute" voices.

Thanks for report. It's unintended bug that LF races are chosen in FarmAnimalsWanderingIn event, which known from before. About flammelia voices, it was adjusted from before, but I feel that I am still a bit too big and often. I'll re-adjust it at the next update to reducing volume and inserting dummy voice for 50% frequency. You can also makes them silent immediately by removing "Pawn_(race name)_Domestic_Vox.xml" and "<soundWounded>... ~ ...</soundAngry>" of  "Race_(race name).xml".

Them joining was a bug?  Aw, but they have saved so many of my colonists with their rapid rushes to take on manhunting animals and raiders.  I doubt my colony would be thriving without them. 
#12
I find that if I use walls on the land side of the watermill most raiders don't bother with it.  They don't want to stand in the water just to bash on a power source.

As for useful.  1100 power that won't go up and down like solar and is steady unlike wind is heavenly.  It's not geothermal, but its not that hard to find a place to put a watermill and having multiple ones isn't that much harder.

It not perfect and the material cost is a pain, but I like them and use them whenever I can.
#13
Unfinished / Re: [B19]Lost Forest (WIP)
September 21, 2018, 12:03:20 PM
One tiny request.  I added this and ended up with a pair of Flammelia showing up as a wandering self-tame.  They are nice to have, but the constant call outs they make get a bit tiresome after 1 hour or so.  Can you reduce the frequency of them calling out in their "very cute" voices. 
#14
Releases / Re: [B19] Orassans 🐱
September 16, 2018, 10:49:22 AM
I'm getting a whole bunch of errors when I have this mod loaded and I start up the game engine.  I'm seeing about 10 errors of "could not find a type named Orassans.X 

Not sure why, the other mods are all working fine its just the Orassans that is broken.

#15
Mods / Re: [mod request] Instruments
September 11, 2018, 10:48:20 PM
Quote from: Bolty on September 11, 2018, 06:27:22 PM
Quote from: mvargus on September 10, 2018, 07:29:16 PM
Quote from: Griphaha on September 09, 2018, 07:07:26 AM
Links please

and then Razzle Dazzle which was last updated by SeveralPuffins back in December.  https://steamcommunity.com/sharedfiles/filedetails/?id=935948631&searchtext=razzle+dazzle


That Razzle Dazzle mod looks very good. I really hope the author updates or someone else takes over it. I always welcome mods that allow you to build new buildings like the theatre or concert hall in the case of this mod.

It actually would be great if a few musical instruments were added such as violins and a few woodwind instruments so that you form a small orchestra of colonists that can perform to the rest of the colony, or something else along those lines?

Razzle Dazzle only has a grand piano for musical instruments, but the whole mod is excellent.  I wish I knew enough about programming to try to update them myself.