I think deep snow (52%) stacks with whatever terrain it's on as well. Ice sheets are awful.
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#16
General Discussion / Re: What ground combo makes pawns move slowest?
October 25, 2015, 01:08:08 AM #17
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 20, 2015, 01:57:17 PMQuote from: EdB on September 19, 2015, 04:47:10 PMQuote from: Commander Beanbag on September 19, 2015, 03:48:15 PM
I get this error on opening the work tab: http://i.imgur.com/xwj0u9x.jpg
That screenshot was from a modded game, but I disabled all mods and the same error still occured.
Are you using version 12d? From what I can tell, the function that the error message is talking about was not there in earlier alpha 12 versions.
I updated the game and it was fixed. Cheers!
#18
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 19, 2015, 03:48:15 PM
I get this error on opening the work tab: http://i.imgur.com/xwj0u9x.jpg
That screenshot was from a modded game, but I disabled all mods and the same error still occured.
That screenshot was from a modded game, but I disabled all mods and the same error still occured.
#19
Outdated / Re: [A12] Combat Realism v.1.3.6 (17.09.15) Centipede rebalance
September 17, 2015, 10:49:08 AM
Consider also reducing the selection weight in the mechanoid's faction def. In vanilla, centipedes and scythers share the same selection weight (100). The combat power change will probably just reduce the size of mechanoid raids.
#20
Outdated / Re: [A12] Combat Realism v.1.3.3 (05.09.15) Reloading
September 10, 2015, 01:25:55 AM
Would you mind uploading the fix to the ghost pawns bug? I've been holding off starting a CR game until this was fixed.
#21
Outdated / Re: [A12] Combat Realism v.1.3.3 (05.09.15) Reloading
September 07, 2015, 10:01:09 AM
Is it intentional for frag grenades to have no fragmentation component? Right now they only have the nerfed radius, and they seem fairly weak. I haven't used them much though.
#22
Outdated / Re: [A12] Combat Realism v.1.3.3 (05.09.15) Reloading
September 05, 2015, 07:49:58 PM
Progress!
The ghost pawns bug seems to occur when explosive fragments (and possibly regular explosions) kill or damage a pawn. I did not encounter the bug when using guns to kill pawns.
Tests were done using Core, CCL, EDB Mod Order and Combat Realism Core, in that order.
Screenshots (look at the cursor, and then the bottom left's cell content list):
1: http://i.imgur.com/8o77Ups.jpg
2: http://i.imgur.com/weMUPlm.jpg
3: http://i.imgur.com/diZUzTO.jpg
Mortars were used to produce the explosions; they impacted roughly where the corpses are.
Edit: Only 2 mortars were fired.
Edit 2: There are many more cells with ghosts, even outside the explosion's radius. There seems to be a pattern where further cells from the center of the explosions have less ghosts.
The ghost pawns bug seems to occur when explosive fragments (and possibly regular explosions) kill or damage a pawn. I did not encounter the bug when using guns to kill pawns.
Tests were done using Core, CCL, EDB Mod Order and Combat Realism Core, in that order.
Screenshots (look at the cursor, and then the bottom left's cell content list):
1: http://i.imgur.com/8o77Ups.jpg
2: http://i.imgur.com/weMUPlm.jpg
3: http://i.imgur.com/diZUzTO.jpg
Mortars were used to produce the explosions; they impacted roughly where the corpses are.
Edit: Only 2 mortars were fired.
Edit 2: There are many more cells with ghosts, even outside the explosion's radius. There seems to be a pattern where further cells from the center of the explosions have less ghosts.
#23
Outdated / Re: [A12] Combat Realism v.1.3.2 (04.09.15) Defence Pack Update
September 05, 2015, 07:10:48 AMQuote from: akiceabear on September 05, 2015, 04:49:16 AM
Is anyone else getting an unusual error where it isn't possible to select/pick up some dropped (and forbidden) items on the ground.
Example: there is a battle, and Pawn1 drops his pistol. Later when I try to select it to unforbid, instead clicking there selects something else (usually an animal) dozens of cells away. Very strange...
I have a few other mods running (EdB's, CCL, AutoSell, TargetPractise) so I'll try to play with just CR and CR Defense next game to see if they are fine on their own...
I installed this recently, and after toying with it a bit I noticed areas where battles took place where flooded with ghost pawns. Almost every cell a raider army fought/died in had tens of the ghosts, and attempting any action in these cells would target the pawn (unless they died, in which nothing happens).
#24
Releases / Re: [A12] Natural Surgery (More)
September 02, 2015, 06:20:40 PM
There is a new function in vanilla that injects medical recipes into races, seems to work even if another mod replaces the human thingdef. It's called <recipeUsers>.
Example:
I've used this to make Natural Surgery compatible with EPOE.
Example:
I've used this to make Natural Surgery compatible with EPOE.
#25
Ideas / Disallow handlers from using fertilized eggs as training treats
August 28, 2015, 11:50:03 PM
It's pretty messed up. And annoying.
#26
Releases / Re: [A12] Mad Skills v1.1.3 - skill degradation begone! (22.08.15)
August 27, 2015, 02:02:58 AM
THANK YOU! With other mods I'm using, some of my workers do their work so fast the new experience system can't give them enough experience to counter skill decay at high levels.
#27
General Discussion / Re: A Burning issue?
November 28, 2014, 12:09:36 AM
Are you sure you don't have the fire bug? Enable dev mode and check your console for huge amounts of errors when viewing fire.
#28
Outdated / Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
November 25, 2014, 05:38:23 PMQuote from: Minus on November 24, 2014, 06:06:47 AMThis is a feature I have wanted in this mod for a long while now. I could code it in with a special workbench now that I think about it, but not sure I could add it to work with the normal beds. We'll see.[/quote]
I just think it'd be nice if you could put someone in a sort of life support, one single dose of anestetic (So, one med pack only) and click a harvest all button, that gives you all their body parts I hate having to choose which one I want before they die.
Sure you can! Just add in a <products> field to a medical recipe, and stick all the organs/limbs in there. And also apply the Euthanasia health diff to kill them.
Edit: Unfortunately it will probably be hilariously abusable. Harvest all their organs individually, then do it again with the all-recipe for double the organs.
#29
Releases / Re: [MOD] (Alpha 7) Apparello v1.3.8b "Pants for every occasion & pair of gloves"
November 23, 2014, 02:36:49 AM
Scyther frame + trigger happy colonist + minigun/explosives is hilariously strong. After a bit of testing I immediately assembled a team of 15 heavy soldiers using these. Now I just use em and head out to sieges/prepping raiders and manfight them in a field.
#30
Outdated / Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.5B
November 22, 2014, 06:50:00 PM
I found out that overriding the bionic arm recipe to be applied to shoulders instead of arms solves the replacing-arms thing, and indeed fixes up the shoulder.
Perhaps you could change the bionic arm, power arm and regular arm in your mod to do this?
Perhaps you could change the bionic arm, power arm and regular arm in your mod to do this?