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Messages - Goo Poni

#46
I think the dead man's clothing is fine. Pawns automatically wearing the clothes of dead people because they're better is not fine. Same as pawns with phobias or philias. If you like the nighttime instead of the daytime and you're on 100% free time, why don't you reorient to a nocturnal sleep cycle and relax during the day? It is free time of course.
#47
The issue I've been having with colonists repeatedly picking up, dropping and hauling food seems to be related to CR. Colonists with an assigned load out will freak out like this. Colonists assigned "Nothing" will not. Opening a load out and selecting the infinity symbol not only makes the game chug a little harder as it compiles all those grayed out weapons and ammo together, it also allows searching of food, presumably for the use of on-the-go provisions. Adding some food that you have a stockpile of to a load out remedies the issue. It's not a fix, but it's a band-aid.

New issue I'm coming across is an out of memory error. Kills saves, makes them unloadable. Additionally, whenever the game fails to load a save, opening the debug log crashes the game, complete with folder with error log and everything. That's where I found out its apparently an out of memory error. Strange, given I have an i7, 16gb ram and 4gb video memory in an r9 290. Ram usage only gets up to about 2-2.5gb and video memory only about 350mb. Reloading earlier saves works but there's an unknown threshold, past which no save will work.
#48
On the topic of weapons, does anyone have issue with scrapping weapons? I typically leave the weapon scrapping bill running on any of the... now four weapon benches. Think it's four, anyway. Saw the primitive bench only allowed scrapping bows, crossbows and the like but on setting down the first modern table, it's still the same selection. No guns can be scrapped.

In reference to one of my earlier complaints of bugs with immunity to guns, downloading an updated copy with the melee cooldown fixes also seems to have come with working hitboxes on the bugs. Hives still immune. Megasloth curiously immune at near point blank. Do still have issue with colonists repeatedly picking up and dropping food. They seem to want to carry food in their inventory and then change their mind on the next tick, repeating for several in game hours. Ordering one to pick up food and carry it on their person doesn't alleviate it as they immediately store it again.

On the topic of CR, I like it for removing RNG hit chance even if it can't remove RNG hits. Being able to ambush raiders because they're focused on the task of punching some door in the colony is a bit derpy. I think some better progression in weapons and limiting of the number of weapons might help with perceived ease of fighting in CR. Currently we go from crossbows all the way to SVUs. Maybe bows -> crossbows -> muskets -> revolvers/bolt or lever action  rifles ->  pistols and semi auto rifles -> assault rifles -> lasers -> plasma, with ammo unavailable to craft until the relevant guns are researched. Right now, as one other says, salvage some SMGs or carbines from dead raiders and you're golden for a very very long time until Syndicate or Skynet factions take an interest in you. Mechs are probably the most dangerous enemy to deal with because they mill around ship parts doing their own thing, always on alert with charge lances railguns and inferno cannons.
#49
Quote from: Owlchemist on January 07, 2017, 02:00:25 AM
Haven't noticed a lot of these problems, especially when a buncha boars were kicking my ass earlier X_X The slow melee attack cool down was confirmed with wolves though, but that was patched already. You're using the latest version from github, yes?

Dunno about antii and gnawler, but just had the hive event and dealt with via guns no problem. And I recall shooting a lot of ants and gnawlers in the a14 version as well.

Picked up a copy a few days ago. No internet, so I can't just keep checking in. The insects were fine to hit in A14 but I've seen a couple raids from them and the plunderer event fires off all the time but they only attempt to attack during a raid and they're harmless due to that long attack cooldown. Just have to have people punch them to death instead of try to shoot them. The ones milling around thanks to the plunderer event are an ammo sink as a result. End up happening upon shoot on sight colonists getting unhappy because they spend so long attempting to shoot the bugs.
#50
HCSK has been a mess since A14 and this is no different.

All creatures have a melee attack cool down measuring several minutes long.
Insects (Antii and Gnawlers) appear to have no hitbox and are impossible to hit with non-aoe ranged weapons, much like hives have been since CR's inclusion in HCSK. That stupid "Plunderer" event that uses insects instead of, iunno, humans maybe because what use do feral insects have of a bounty, that event appears to be broken as they don't attempt to attack anymore and just idle or attempt to hunt with their three minute bite cool down.
From the very beginning, progression is impossible as there is no way to make stone blocks. Would recommend an event to occur that points out deconstructing ship parts and random walls is necessary.
New fuel system, don't know if it's vanilla or what, but quite often I find that buildings consume all their fuel at once. They're also unusable when the last piece of fuel is used, despite continuing to burn and listing itself as working.
Finished meals are uncategorized. Food pot is useless as a result, only able to store pemmican. I resolved this myself and noticed another issue with pawns storing food in (insert storage unit here) and then moving said item of food through all the containers, getting stuck repeatedly picking up and dropping food for upwards of a minute, usually only stopping when a pawn's individual needs take priority.
The reusable tribal light, some sort of stone bowl, does not yield materials if deconstructed.
The campfire is the only way to make pemmican, there's no longer a help tab to check, but the campfire only takes 10 units of fuel, 1-2 of which tend to immediately burn until the campfire puts itself out. Such a pathetic fuel reserve means more time is spent refueling it than using it.
A multitude of armours have been added to the new tribal smithy. Armour. Armour with cloak. What, 7 different helmets? A new blow gun with its own proprietary ammo but what does it add besides unnecessary variety oversaturation? Bows and crossbows can also use poison, the bow is more or less as fast and has double the range while still doing some amount of damage. Is it not time to start culling some content? Start with the crap assets that have white aliasing problems all around their edges. There are enough good weapon and armour mods out there to make for a sort of progression without so many pistols, rifles, SMGs and the like. LewisDTC's weapon expansion has its own sensible progression from starting at muskets to lasers.
Continuing a save doesn't work. It indefinitely loads with no progress being made. Opting to load a save instead of continue the most recent works.

That's about it for now. Wonder if the Organ Vat is still not attached to research, making it impossible to make, same with the advanced bionics table.
#51
Mods / Re: I got really scared
August 27, 2016, 05:37:34 AM
Quote from: Lennbolt7 on August 23, 2016, 10:42:06 AM
Did you ever find out what mod it was? If not can you tell me what mod pack you were using? I HAVE to try to beat this thing now.

It's in the HardcoreSK pack, the optional Darkness mod. Makes the nights much darker by virtue of having it enabled and sometimes it triggers an event where shadowy creatures attack from anywhere the light does not shine. Personally don't like it as they're meant to die when they step in the light but the script for that is slow for the sake of not running it 20 times a second, so the shadows often spawn in the corners of lit rooms, punch something then disappear instead of disappear the moment they move. It's fucking cheap that they do so much damage that's untreatable without medicine and by virtue of its damage type (frostbite), they break limbs with casual ease. And all because you don't cover every other free tile in a ceiling lamp. IMO, it's now just been worsened by that stupid soundbyte. It comes from Darkest Dungeon by the way. It's just quotes from the announcer/narrator that remarks on happenings within the game.
#52
Quote from: starsmith on August 22, 2016, 07:51:30 PM
Quote from: Owlchemist on August 22, 2016, 07:27:14 PM

The behavior you're describing sounds like when you try to load a weapon and there's no correct ammo on their person. I'm guessing you're trying to use arrows? You gotta use bolts.

Yes you are correct. My tribe is advanced enough to make xbows but not bolts, which require smithy.

Thank you for the help.


Ah, that error is still there. Nice.
#53
Quote from: noidea on August 22, 2016, 04:56:40 AM
-

As no-one seems to be answering your original question, you can navigate to your mods folder/Core SK/Defs/ThingDefs to find the weapon xmls. To remove ammo handling, delete this section of a weapon's definition, the AmmoUser. Bear in mind that this will almost certainly break raid AI as they must spawn with ammo and without an ammouser, they spawn with a dummy item that throws out errors every tick (so like 20 times a second at normal speed) because it can't generate the ammo. The only time this seems to work without issue is with turrets. Removing ammo user removes the need for ammo entirely. Removing just the <ammoSet> section removes the need for types of ammo but keeps the need to reload. And as mentioned, this breaks AI because they don't know what ammo to spawn with and we can't exactly ask NIA (the original mod author) how to leave out those parts of the mod as he has abandoned ship.
#54
Ideas / Re: Surgery needs a buff/rework badly
August 20, 2016, 03:02:25 PM
Because Tynan subscribes to the Dwarf Fortress style of Fun.
#55
General Discussion / Re: Luciferium
August 20, 2016, 02:54:37 PM
Quote from: Tynan on August 20, 2016, 02:47:48 PM
The other fun thing is, people are going to arrive already addicted to it and politely offer themselves up as willing donor patients :D

There, that's more like it.
#56
Ideas / Re: RimDrugs. Recommendations for 15!
August 20, 2016, 12:15:48 PM
Drugs gives me a mechanic to fight some of Rimworld's arbitrariness. I don't feel it adds anything to the "story" when half my colony is infected with fibrous mechanites and are unhappy for the next week or so because they're in pain and need repeated hospital bed visits for no reason other than to sap my medicine.
#57
Quote from: Patitodo on August 16, 2016, 05:55:35 PM
Hi.

I try to play as a Lost Tribe, but i'm really lost. Everything needs mechanism, but is impossible to get some. Not from the map, not crafting, can't trade...

How can I do something apart of hunt animals and harvest?

The broken ship parts around the map provide the components, wiring and mechanisms for your start instead of just having them dropped with you at the start. Go find them and tear them all down. Should be solid for more than long enough to get several benches and a couple researches going before you need to start building more.
#58
I'm not sold on a huge picture of FemShep as the main menu and I hope that one mod that makes an actual research tree gets added so that I can avoid all the dead research.
#59
I am getting this error quite frequently in A13 with a heavily modded game (HardcoreSK pack). Hauling bots regularly get stuck trying to haul something, cancel their job then try again a second later, which causes constant stuttering until they need to rest and recharge their batteries or someone use makes use of the items they're trying to haul. So far, my only fix has been to try and catch them immediately after they abandon their hauling job and tell them once again to go haul.
#60
Mods that I would like to see in vanilla would include something like BuildProductive. The ability to copy paste coolers and heaters around my base is useful. And those planned features sound like amazing quality of life things. Getting colonists to build and rebuild furniture until they stop making poor/shoddy versions and actually get it right. Being able to tear out rock from a mountain and replace it with walls in one easy click, instead of checking and rechecking that digging out this chunk of wall is not gonna bring the mountain down on my miners. And for interior and exterior walls, the ability to replace the walls without first tearing all the roofing off. I saw another UI mod that compressed buildings down so you're not confronted with something like this and instead it's just a sub menu that, for example, would contain all the beds, another for lighting, another for seating. I'd love one for walls. Do I want conduit walls, regular walls, modded walls with inset lighting, super duper tough walls made of stalinium to discourage sappers and then what flavour of material do I want them made of.

While I'm all for more content and things like really fleshed out research and crafting with production chains and such, they can suffer from bloat like, do I really need 5-6 different types of anti-materiel rifle that are very specifically named and are some three millenia old by the time of Rimworld? Talk about technological stagnation. And for players not used to mods, it can be confusing and daunting. UI mods are generally friendlier.