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Messages - Wex

#631
Quote from: Rikiki on November 05, 2014, 02:15:52 AM
@Wex: Can you give us some more detail about the bug please?
How to reproduce? What is when selecting the MMS?
I doubt M&Co. is implied. This bug was already reported when you activate a ton of mods and don't restart the game.

@Haplo: it is sometimes hard but I appreciate your intention of making your mod molular. :)
Oh, probably it's because I didn't start a fresh play. However, I had a few mods on, and nothing happened. Then, by adding the deepdriller, this visual bug appeared. Not before constructing the workbenches. I really don't know how to reproduce it. And I can't seem to find where the snapshot are stored.
#632
Quote from: JuliaEllie on November 05, 2014, 04:05:26 AM
Quote from: Wex on November 04, 2014, 09:18:51 PM
I haven't got the option in the health tab. I have a couple of colonist needing a "nose job", enough medicine to treat them, and silver, obviously. It doesn't appear at all.

Did you install Recipe Nurse? Did you activate it? Did you restart the game?
Yes, yes and yes. I followed all steps. Actually, I have the mod for brain removal not working either...
#633
General Discussion / Re: New Player Looking for Tips
November 05, 2014, 10:33:20 AM
Quote from: REMworlder on November 05, 2014, 06:16:21 AM
Quote from: Wex on November 05, 2014, 02:21:36 AM
Don't overbuild turrets. Raid strenght is directly related to the number of turrets you have.

I think this was changed in Alpha 7, so raids now are based on amassed wealth.
You are telling me I was restraining for nothing?!?
#634
General Discussion / Re: Having trouble with Mortars
November 05, 2014, 02:23:04 AM
Quote from: christhekiller on November 04, 2014, 10:07:15 PM
Quote from: Cimanyd on November 04, 2014, 09:24:54 PM
Quote from: christhekiller on November 04, 2014, 08:59:30 PM
Ive had good fortune with incendiary.

If you use it to support an assault on the siegers then it's great. Because a large portion of the siegers won't engage and will instead go to beat out fires. What I'll usually do is send in my best fighters (armed with high-end weapons) and I'll have my lesser skilled fighters support with incendiary.

It'll also lure a few of them away from the camp so you could pick off non-M24 wielding raiders with your M24 guys to reduce their numbers.
Yeah, I can see how incendiaries could be useful. I just think that an equal number of explosive mortars would always or almost always be better.

The trouble with the purely explosive mortars is that they need to actually hit the targets. And 99% of the time they miss completely. But incendiary only needs to start fires nearby and they'll break off people to beat them out. As long as it's near their camp they'll leave it to fight the fires which is all I need
Of course, if you play in the desert, the choice is only one. And it's not incendiary.
#635
General Discussion / Re: New Player Looking for Tips
November 05, 2014, 02:21:36 AM
Don't overbuild turrets. Raid strenght is directly related to the number of turrets you have.
#636
There's a weird interaction between this mod and Miscellaneus by Haplo. The traders that come in caravans should put up a tent; instead it firstly became a huge electronic workstation, then a huge lump of meat, then a mass of cave walls, then a huge bullet wound, a huge turret, a huge white hat.
All of this while mantaining the tent function of being a merchant.
#637
Weird. But also I had a M24 sniper turret, a huge bullet wound and a huge white hat. All this weirdness happened after I had that mod installed.
#638
I haven't got the option in the health tab. I have a couple of colonist needing a "nose job", enough medicine to treat them, and silver, obviously. It doesn't appear at all.
#639
Bugs / Re: hard lag caused by stockpiles
November 04, 2014, 09:14:43 PM
Maybe it was that and the 52 colonist. I guess I'll never know. Lag killed that colony.
#640
Bugs / Re: Bug: Starving very ironicly
November 04, 2014, 09:12:57 PM
DON'T SAVE! Reload an autosave, when this wasn't happening!
#641
Ok. I must be cursed.
This mod here: Mining&Co.: Deepdriller MkII + MMS MkII (V3.1, 28-10-14) breaks the merchant's tents. Sadly my snapshot is nowhere to be found, but the tent becomes a huge lump of meat, a mass of intricated cave walls or one of the workbench of the mod (albeit stretched). The "tent" still allow normal merchant transation.  :o

Also, right now -Miscellaneous, Mai- is perfect. Don't split it more, don't split it less.
#642
General Discussion / Re: NOT ENOUGH RAIDS!
November 04, 2014, 08:23:39 PM
At any rate, the attack waves Randy sends, are proportionate to your defences.
Yes, having 4 at a time may sound harsh, but sometimes -and I mean SOMETIMES- they work out by themselves.
2 pirate raid meeting in front of your base's entrance? Kill the stragglers, capture the injured.
No losses.
Megascarab frenzy while attached by mechanoid? Weird draw. Lot of meat and metal for free.
#643
General Discussion / Re: Having trouble with Mortars
November 04, 2014, 08:17:35 PM
Quote from: Cimanyd on November 04, 2014, 05:38:37 PM
And use explosive mortars, not incendiary mortars. Incendiary mortars are only a minor nuisance against you, and are even more useless for you.
Well, if you are in the forest, walled by some stone walls, with floor buffers, try shooting at siegers with 3 incendiary rounds.
Some men just wanna watch the world burn.
#644
Ideas / Re: Megascarab needs to be more ''mega''
November 04, 2014, 03:38:42 AM
Also, try to go melee with one. See how many pieces the colonist loses. That is, IF they win.
#645
Ideas / Re: What next new feature should rimworld have?
November 04, 2014, 03:34:02 AM
Quote from: Tynan on November 04, 2014, 01:09:04 AM
And walk-in refrigerators full of human meat!
That should be automatically a trade beacon zone. Also, we would like to sell all that meat. We don't want it to rot.