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Messages - Ky6000

#1
Releases / Re: [1.0] Tech Advancing (1.8.7)
January 02, 2019, 05:27:19 AM
The research speed penalty was removed from one of the latest updates, is there a way to get this back?
#2
Quote from: Wanderer_joins on August 07, 2018, 03:48:47 AM
Quote from: Ky6000 on August 06, 2018, 05:13:59 AM

Yep both kill/destroy commands throw a null pointer.

Iirc i had a similar issue when a mining shaft was destroyed and it was the only one pointing to a given layer. I had to build another mining shaft pointing to the same layer, then rebuild the shaft, abandon the layer, and deconstruct the mining shaft.

Hopefully this mod will be updated/ fixed.

Actually I managed to delete it while it had the other layer, which is very strange (I didn't think to try it before)
#3
Quote from: Wanderer_joins on August 06, 2018, 03:45:21 AM
Quote from: Ky6000 on August 06, 2018, 02:45:18 AM
Any Idea on how to uninstall this mod? I cannot delete/kill/deconstruct the mining shaft after/before abandoning the layer (it throws a null pointer), and I cannot load the map after deleting every reference to DeepRim in the rws file. Here is my log when trying to load the map. https://pastebin.com/J1kC9y4r

Does anyone have any ideas as to how to properly remove this mod?

Thanks

Have you tried to destroy the mining shaft it in dev mode?

Yep both kill/destroy commands throw a null pointer.
#4
Any Idea on how to uninstall this mod? I cannot delete/kill/deconstruct the mining shaft after/before abandoning the layer (it throws a null pointer), and I cannot load the map after deleting every reference to DeepRim in the rws file. Here is my log when trying to load the map. https://pastebin.com/J1kC9y4r

Does anyone have any ideas as to how to properly remove this mod?

Thanks
#5
I can't use the hi tech research bench even when its paired with the terminal, am I missing something here?
#6
Quote from: Canute on January 06, 2018, 11:53:18 AM
The terminator is part of the story,
basicly you can get one terminator each colony you start.

But it would be very unbalanced if you could start with them, since you allready notice they are very overpowered.
BUT, don't forget once the terminator appear to join your colony, enemy terminator's will raid you, and they arn't less powerful then yours.

I was thinking of "The Survivor" scenario starting in a barren spawn with the hardest AI storyteller and the hardest difficulty. If I am right, the terminator doesn't need to sleep or eat, so he works round the clock and can regenerate from anything, so I would get swarmed by enemies but I should always survive it. I was also thinking of getting slaves ("Simple Slavery" mod looks good) to do things I cant do, and do some hauling before they die.
#7
I just got the terminator event on my save. I was wondering about starting a new save with the terminator as the only pawn, starting with almost nothing on a very harsh spawn. Is this possible with prepare carefully mod? Or would I have to copy and paste the pawn xml when I first start. If I am right the terminator doesn't need to eat or sleep at all and can regenerate? Seems a bit op but if hes the only pawn on the map it might be an interesting play through, what are everyone's thoughts on this?