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Messages - Calico

#1
@Fafn1r: So far raids seem to quite functional, but i haven't even finished a full year yet, so i only had a few small ones. I'll give your fix for the predators a try tomorrow.

I've encountered some rather extreme FPS drops. Not sure what causes it, but from the start of the Night to roughly 3-4 hours into the night my FPS drops to 10-20FPS even on low speed. Once it's completly dark the FPS go back to 60. My potato might be getting a bit old, but i've been playing rimworld for a few years now and the only time i've seen such extreme drops was with a 4-5 years large old colony back on the TechTreeMiami Modpack back in Alpha 7. xD
#2
thx for the replies.
@canute: Hunting them down didnt prove viable, at least not during the phase of establishing the colony. Just to many Predators and way to few bullets to go around.  ;D
I also play with slightly larger maps, so this adds to the problem. I've disabled the mod for now and started again on a temperate forest. Feels kinda barren after the thick jungle like forest.

@Fafn1r: Sounds really really good. While i wouldn't mind slightly less trees the main problem really are the predators killing off any visiting factions. Your solution should fix that or at the very least make it easier to keep them under control.

#3
Great to see a Modpack that feels more Vanilla! Might be just the thing i've been looking for. As great as Hardcore is, by this point i'm just overhelmed by it.

One Feedback/Question: Can i safely disable Increased Forest Density? I only played for a few hours now but every Faction is already starting to really really hate me. The amount and strength of Predators is just to much for most visiting Groups. I've seen large heavily armed caravans losing 2-3 ppl before they manage to exit the map.  :o

Clearing a small place to build only to have it overgrown again in less then a season also kinda kills the fun for me.
#4
Might just be me but... If i place down a windturbine and it gets blocked by a tree or some debris from a droppod it will stop working. Thing is, it remains stuck even after removing the obstacle. Happend to me twice now...on two different installs of the pack.
#5
Outdated / Re: [MODPACK] (Alpha10) Skullywags Pack
April 24, 2015, 02:37:14 AM
Sooo, the CompostBin destroyed my colony... never thought i'd say that. :D

Using the very latest version of Rimworld, with this Modpack only. The Bin started to make every deer and squirrel corpse rotten instantly after killing them, not only those placed in the bin. As far as i can tell, it worked as it supposed to work only for the first couple of days. Muffalos have not been affected, which prolonged the demise of my colony a bit during a harsh winter.

Removing the bin didn't help, neither did deactivating the floors part of the modpack (after loading the save, screen turned black with a about a ton of bug-events).
#6
Quote from: TechnologicApe on February 01, 2015, 10:40:35 AM
I can't seem to find a download link for this mod, and I would love to use this mod.

You should be able to see two small links below the last picture. You need to be logged in into the forums, since they are attachments.
#7
For stripping large raids, i just suspend the soylent green machine. After the cooler is full, they'll eventually strip the corpses, when there are no other high priority hauling tasks nearby. Once the "Apperello Explosion" is done, unsuspend the Soylent Green Machine. While it requires manual input, it's still way better then having to strip every single corpse. At year 3 now, enemy raids are now 40-60 attackers, i would go crazy manually stripping them all.

I'm still having a bit of trouble with the Autotrader... like 80% of the items are found in the list, some never show up. It still is hugely helpful to clean up the trade beacons, nonetheless. Also would be nice to have atleast 3 letters for the search, after 2 it keeps bugging out.

Still, one of the most useful "small" mods. Tyvm again!
#8
I have to say, i love this mod. Especially after adding Apparello and more factions, i got more and more tangled in busy work of stripping corpses, selling stuff and clean up my base- After adding your mod, 90% of that is gone.

One question though: While the autotrader works like a charm even after adding project armory and apparello, there are a few items i can't add. Even stranger, most of them seem to be vanilla items. Scyther knife protrusions and Miniguns amongst them. Not a huge thing, but maybe you fix that if you ever plan on updating this one.
#9
Woooooooooo! Finally. :D

Will download asap. TY for updating!
#10
Thank you very much for this very helpful mod! Keep it minimalistic, it seems to be in a very nice spot now. Enough Icons for everything but some border cases. Will use it in every future game.
#11
Yep, i also figured it out after a while. Once i had killed a few animals manually it started working just fine. Which is great, i always heard there was a mod back a few alphas that worked somewhat like this and never really undestood why nobody has brought it back. TYVM for doing this mod.
#12
Same here. Latest Version installed, getting the same exception as described by Igabod every Tick.
#13
It's a bug likely related to the Mining&Co. he hotfixed it over the weekend, after release of the modpack. TTM also suffers from the bugged version, making the Deepdriller a glorified Rockminer.
#14
Quote from: Slowtapus on October 28, 2014, 02:08:57 PMsnip!

After several hours more testing i do believe that the armor reduction helped balance things, making High Tier vanilla weapons (M-24, R-4 Charge, etc.) a lot more effective (given enough time). I'd say it's good enough, Nanos don't feel two tiers better and a lot more in line with the power armour. Still better but not god tier anymore. Like it should by If you ask me. I'm unsure about making it craftable.... it's ok when for me when some very high tier things are outside the capabilities of a small colony on a rimworld. my2cents ofc.

Weapons continue to be a bigger problem. Fire rate to high, allowing for such huge amounts of DPS that even numerous, entrenched defenders have trouble getting more then a few shots of before dying from several burn injuries. Pretty much what the last 2-3 pages in the glittertech thread say. This goes especially for the APBs, rifles and pistols.

I get the feeling that glittertech (the original mod) could be great, but it's kinda missing the "mid-tier" between the vanilla weapons and the 25th century weapons glittertech introduces.

Your way of balancing things makes a lot of sense to me.... i'd rather take many small adjustments over the nerf things to the ground and start buffing them up later cause the nerf was way to hard approach. Given some time and testing i'm sure you'll strike the right balance.
#15
Just wanted to add a big thank you for this mod. It's present in pretty much every game i play. :)