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Messages - Lupin III

#61
Quote from: Sarelth on July 24, 2016, 08:32:46 AM
I seem to be having a mod clash and something is making the Relations tab not work, just get a small red error with no info that is all that helpful in any way. Does anyone know which mods might cause issues, I am not sure which ones I have that might be the problem. I will start by unchecking all the ones that I think modify relations/factions in some way.
Do you always get that error? I do get an error sometimes when I have not selected one of my own colonists before clicking the tab. So it seems that something I clicked before breaks it.

Quote from: Sarelth on July 24, 2016, 08:32:46 AM
On another note, how do people get the xml list of the mods they use?
Out of the savegame file.
#62
Quote from: Havan_IronOak on July 02, 2016, 02:56:56 PM
Any chance of the two developers (or a third party) creating a combined "Enhanced Orders" mod so as to eliminate the confusion with new releases and for those that are more reluctant to edit XML files?
Yes, I'm really annoyed by this as well and as I understand it is not the modders' fault. Better ask Tynan to allow mods to add and not completely overwrite whole menues. It's the same problem with buildings/objects and recipies.
#63
Is there an interaction between a tazer and personal shields? The last tribal raid of 30 or so people I could easily defend with guns and left me with 10+ injured tribal people. The raid after that was a pirate drop of around 10 pirates, which I didn't want to shoot at because of friendly fire. So I tazed them. But every one of the pirates died when being tazed. I think all of them had a personal shield up.
I've read that other people have seen tazers kill too often, but I think I only ever tazed one or two prisoners to death when they tried to prison break. And I even use the tazers to break up social fights. I killed quite a few animals with a tazer though that attacked after a failed tame attempt.
#64
Why are there two numbers for the relation between factions and the colony? I get the one that makes a faction friend or enemy of the colony (although I can never remember which of the two numbers actually counts for that). But what is the influence of the other number?
#65
So a colonist of mine just started a social fight, because he got slighted by a hauling bot‽ Is that the start of a robot takeover? ;)
#66
Mods / Re: What would make the game easier to mod?
June 15, 2016, 11:28:15 AM
More from the players perspective (as I'm not really a modder):
1. Show an indication, which mod added (or changed) a certain item. With many mods installed it can become difficult to know where a certain order, recipe, item, aso. is coming from and makes it harder to debug problems. The game "factorio" does that quite well.
2. I don't know if it's just bad mod design or just not possible currently, but mods should be able to add orders/commands/items/UI items without completely overwriting anything that a mod loaded before that already added.
#67
Is there a way to make the pawn bar icons smaller? I've around 45 colonists and the icons start to take up a sizeable part of the screen.

About breakdowns: I think it is quite well balanced. I can see colonists fix stuff regularily, but it is never that much that it feels to take too much time. Things go down to approx. 80% until someone comes around to fix it. It is still a challenge when the colony isn't running well, like the one time when after a raid, an outbreak of sleeping sickness and malaria and mental breakdowns 15 of my at the time 40 colonists were out of order.

As for your other mods (I also use enhanced tabs, med info, blueprints and relations): I'd call them almost essential and I definitely wouldn't play as long if those mods weren't around!
#68
Using the current version (A13-1.0.2) there is something weird happening to chunk storage. I have one storage that has 44 chunks max and another one right beside it in the same stockpile that has a capacity of 28 chunks. I don't know how I got to these values. The only difference was that I placed the second one (with the lower capacity) later in the game. Maybe there's something wrong with the capacity increase on research?
#69
When I load the game with reclaim fabric installed, I get error messages about Apparel_PowerArmorMKII, Apparel_PowerArmorHelmetMKII and PersonalShieldMKII. Am I missing a mod or something when that happens?


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#70
Quote from: Orion on May 30, 2016, 10:39:56 PM
If you look at the weapons_guns.xml, each gun has a _AmmoUser comps property. First try to just kick that out. Chances are this will already solve your problem.

If not, you need to use the verbs and comps part from for example the laser weapons (you need to install the laser mod for that too). But keep the sound, range, flash, projectile etc. data from the CR guns. This will give your guns the reload model from the laser guns. If it doesn't, you probably need another tag from the gun. Just compare them properly (I'm doing this while eating breakfast!).
Thanks! The first thing will remove reloading completely, I guess. But I like that.
For the second solution I didn't now that one mod can use stuff from another.

BUT... The whole reason for that was that I don't want to micro manage. And I had to do that, because I don't have the loadout menu! I just have the outfits but no additional columns for loadout. And no, I didn't edit any XML files this time ;) . So some other mod must overwrite the changes to that tab then, I guess (I don't get any errors). What is the easiest way find that our (except for en/disabling mods one by one)?
#71
Quote from: joaonunes on May 30, 2016, 04:23:55 PM
Get a loading table, set orders to build ammo up to 500 units in every ammo type you use (pick FMJ for average pen and damage, or whatever you prefer) and set loadouts with the menu people put so much effort into.
Which menu are you talking about? I can't see any loadouts.
#72
Quote from: Orion on May 30, 2016, 12:11:58 PM
Randomly deleting stuff is never the solution.
It wasn't random, it was an educated guess after reading about it somewhere  ;) (I'm not the only one who doesn't want to micro-manage ammo). And it worked for a bit.

That XML-file is the only place where the ammo for a gun is defined and none of the guns have an option set to not use ammo. Comparing with other mods doesn't help, because CR completely rewrites the weapon definitions including the new XML tags, not just values.
#73
I have started a new colony (and didn't change any mods since then). Now on the third or fourth raid, one of the raiders spawned with a sniper rifle (before that they only had hammers and axes) and I get an error. The raider has several "Loadout Generator" items in the inventory.
I did chnage one thing in the mod: I removed the "ammoSet" entries for all weapons in "Weapons_Guns.xml", because I find mirco-managing ammo quite annoying. This removed the need for ammo. If that is the reason for the error, is there another way to disable ammo?

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#74
I've played with the mod a little and while the idea is very nice, I feel that it is way too overpowered.
The extractor should be much more expensive to run. Maybe require a colonist to run it or make it stop working after some time, because it mined all the minerals in it's position. Or make it so it is only really productive on certain spots you find while excavating (similar to the thermal generator spots). As it is now you plonk down 3 or 4 and you stack up resources faster than you can do anything with them.
The coal burner is something similar. For the power it puts out it should be much bigger (a burner still needs a generator turbine to make electricity) and require more coal. Also it should create lots of heat.
#75
Quote from: skullywag on October 06, 2015, 12:28:06 PM
for example im finding myself not using the cielimg lamp ever since i redid my wall lights.
Please don't remove the ceiling lamps. They are awesome because they light things from above and make crafting, generator or storage rooms look "industrial" without haveing weird lamps standing around.