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Messages - josmow

#1
as a recommendation for a fix to the limited display space, a search filter might be a simple solution to this problem, in the event that a scrollbar proves frustrating.
#2
Video / Re: Rimworld Streaming W/ Modlist - A14!
July 19, 2016, 10:32:34 AM
Offline - Viridian Haven - Day 78+
#3
just loaded the a13 version up in a14. the vein miner tool seems to work and doesn't insta crash (which was what i was expecting) so it might be compatible, or at least close enough for now
#4
the delay is likely from the CCL requirement and less on the actual mod
#5
Video / Rimworld Streaming W/ Modlist - A14!
April 11, 2016, 04:29:40 PM



(modlist)
*might not be up to date*
Community Core Library
-
ED - Embrasures
-
Colony Manager V2
-
Vein miner (seems to work with A14)
-
Fluffy Relations
-
VeinMiner (works with a small tweak)


Steam workshop releases (too lazy to go find the links)
Fluffy's Stuffs...
-
Hospitality
-
Tilled Soil
-
More Trade Ships
-
Modular Tables
-
Glitter Tech
-
USCM - CORE


Chat Commands
!mods - link to here

!modlist - link to here

!profile - info about steam and stream

!time - find out what time it is for me

!uptime - find out how long i've been running

!viewers - stupid viewer count is slow...




*Still adding to the post*
#6
Quote from: Der_Doodle on July 28, 2015, 04:47:40 PM
*snip*
2nd Question (most likely I found a bug)
Is it by design that those Walls that have a build in power conduit do not get any HP upgrades when you research additional levels of construction? Cause this makes them basicly useless then. They cost the same materials as a normal wall + power cable.

3rd) Another bug?
At the beginning of a new game I can grow every possible plant in a growing zone not only the restricted list. Even without Agriculture I or Crafting 2 or medizin I can grow Xerigium, Cotton, Corn etc.

believe the conduit wall is that was because the conduit cant be blown out of it, if you lay a power conduit under a normal wall, it can still be destroyed. where as the conduit wall has to be completely destroyed before power loss.

as for the mod specific stuff, make sure superior crafting is the last thing you load, and try starting a new world with the mod enabled when its being generated (i'm sure it can inject itself, but why force it to?) or even just try to make a new colony on the same world.
#7
the file host is back up, if anyone was waiting for it
#8
www.sendspace.com (the file hosting website Abrexus uses) seems to either be down, or having issues. just wait for them to come back up.
#9
Quote from: Casazzo on July 16, 2015, 11:30:01 AM
Hiho

I am a big fan of your mod. I rate it as neccesary for an enjoyable gameplay.
I have a suggestion for a few balance tweaks. (I did them in my own little modpack, that is only released to friends, becaus of feedback from them and playing it myself). Please consider them for a future Version.

1.) Please change the building mats of the simple defensive towers to 100 steel bars to make up for their shortcomings.
2.) Please change the damage of the shotgun towers to 30 to make up for their short range.
3.) Please change the rate of fire description of the minigun towers to 15 to match the real burst size as defined in the xml-files.
4.) Please change the accuracy of the Sniper towers to 50/95/95/95 to make up for their slow rate of fire.
5.) Please change the building mats of the hydroponic garden to 10/10/10 (down from 20/20/20, that's too expensive)

After that let me thank you again for a great mod for a great game. I really enjoy playing rimworld with your mod as base and a few other mods for the functions.

Casi

only have a few minutes to type this before i head out to work, however.

1) the basic sentry turret (or manned turret?) has a much higher damage than any gun you have when you would consider using them. and can lay waste if placed properly. the costs of things is to prevent a small colony from just creating a wall of these and absolutely obliterating anything that shows up.

2) to me at least, manned and auto turrets are meant more as a backup or secondary damage source. sure, hiding a shotgun turret behind a wall to blast at something's back is extra damage, (and given inaccuracy, possibly a very dangerous threat to yourself) but it is not designed to be a game ending device. yes, its a shotgun, but game play overrides logic in this case. you can make a base with a ton of shotguns guarding the doors against everything and just win the game.

3) well yes, its a description, human error happens. you can look under the i tab and see the actual stats.

4) see #2

5) like mrofa said, they are self contained food spewing monsters. if you have power, you have food. that comes at a cost, and should not be a total growing zone replacement.


** This is my OPINION and does not reflect Abrexus or mrofa or their ideas. **
#10
not a problem
#11
do you have the zombie apocalypse SC fix? its on the bottom of the first post.
#12
what mods are you running? another mod might have a conflict and cause the medical operations to not work for SC
#13
is it being carried by someone? or in a stockpile and unforbidden?
#14
did you do the operation to examine (or whatever its called, don't currently have one to check) and make the "bad back" actually be on the spine, and not on their torso?
#15
if i am not mistaken, overhaul has its own modified version of SC so that all the mods in the pack work together. if you are attempting to install .712 manually then you will most likely have conflicts since it doesn't have the changes overhaul adds.