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#272
General Discussion / Re: Animal Taming General Thread. Post your opinions, information, and ideas here!
July 11, 2015, 08:25:09 AM
It would be cool if we can force prisoners to pregnant and eat babies or just eat them when they are fat! Extra meat!
#273
General Discussion / Re: How do I get more colonists?
July 11, 2015, 07:54:53 AM
If you use hospitality mod you can convince visitors to join your colony.
This is somewhat op in early game but later game everyone become 1 - 4% and you have to convince them in a day or they are leave.
Also if you use miscellaneous mod you can craft robots to work for you. There's also few other mod that craft robots but I forgot name.
This is somewhat op in early game but later game everyone become 1 - 4% and you have to convince them in a day or they are leave.
Also if you use miscellaneous mod you can craft robots to work for you. There's also few other mod that craft robots but I forgot name.
#274
General Discussion / Re: So I made 97% protection power armor w/ 26% hyperweave shirt.
July 11, 2015, 07:48:07 AMQuote from: Mrshilka on July 11, 2015, 05:36:47 AM
Armor works to protect again a lot of those one hit kills on necks hearts and brains and so on.
Melee can work well vs gun when you include modded weapon, 200+ melee dmg hammer from a few mods combined will kill or cripple people in a single hit.
Centipedes how ever are just damage sponges, I have seen them soak up well over 5k damage and keep working. You need to shatter the head or first body segment to kill one fast.
The weapons pawns used only deals 19 - 24 damage, and it's perfectly viable without any mod.
Beside, have you even played game? 200 and 5k? Centipedes has 80~140 or so hp in each "rings" and 40 or so on sensors and such, and they die or "in shock" when their "move" become very poor(or any parts). 5k? 200 is enough to one kill centipedes.
Edit : Also when brain is damaged it's always become scar and pawn usually can't walk or eat, basically dead, or vegetative state.
#275
General Discussion / Re: So I made 97% protection power armor w/ 26% hyperweave shirt.
July 11, 2015, 07:04:34 AM
Oh wait, protection now reduce damage instead of deflect? I didn't know because I didn't played since alpha 7 or so.
It has problems though.
Problems :
1. Doesn't have flat damage reduction, even a pistol or knife can punch through.
2. Degrade too rapidly without anyway to repair.
3. Killed by 1 sniper shot and 1 pistol shot vs 2 sniper shot doesn't make significant difference.
I think it would nice if it work like fallout. Reduce flat damage by 8 or so and protection%, but damage cannot be completely negated and pawn still take 20% of damage. Degrade should be slightly reduced but armors should be repairable.
Edit : Also it would be nice if it require training to wear power armor. Like warhammer or fallout, instead of 80 old granny with dementia and bad back can wear power armor with longsword without any problem.
It has problems though.
Problems :
1. Doesn't have flat damage reduction, even a pistol or knife can punch through.
2. Degrade too rapidly without anyway to repair.
3. Killed by 1 sniper shot and 1 pistol shot vs 2 sniper shot doesn't make significant difference.
I think it would nice if it work like fallout. Reduce flat damage by 8 or so and protection%, but damage cannot be completely negated and pawn still take 20% of damage. Degrade should be slightly reduced but armors should be repairable.
Edit : Also it would be nice if it require training to wear power armor. Like warhammer or fallout, instead of 80 old granny with dementia and bad back can wear power armor with longsword without any problem.
#276
General Discussion / Re: So I made 97% protection power armor w/ 26% hyperweave shirt.
July 11, 2015, 12:47:57 AMQuote from: keylocke on July 10, 2015, 12:16:50 PM
iirc, brawlers have a boost to melee. so even that tiny extra % from a higher melee skill is very useful for brawlers, especially with slow hitting weapons like longswords.
this is the reason why i only recruit :
-brawlers : i equip them with longswords
-trigger happy : i equip them with miniguns
-careful shooters : i equip them with sniper rifles
these traits make them super effective to the fighting roles i assign for them. (which i think is more important than initial skill levels, since i can train these guys up to top skill + full bionics and they'll be like aces)
while power armor and hyperweave.. why buy them at all? at mid to late game, you just loot them from enemies anyways, might as well put them to use.
Melee should be similar to DF. Each melee skill grant dodge and accuracy, so 3 melee skill against 15 will never able to hit him and 15 melee will just attack heart. This will also make high melee against centipedes viable by dodging attack and attack their brain.
Quote from: Quasarrgames on July 10, 2015, 02:58:58 PM
Aww it would have been cool if because he had over 100% protection any damage that was done to him would be reflected back on to his attacker. But nope.
Even if he had over 200% protection it will wear down in 20~30 hit and start getting hit. Which is useless. Beside he had around 120% yet he took hit, so it seems protection isn't working as intended at all.
#277
General Discussion / So I made 97% protection power armor w/ 26% hyperweave shirt.
July 10, 2015, 09:04:13 AM


It's not like this 44 old artist lady would able to hit him.. right?

NOPE.
NOOOOOOOOOOOOPE.

I just wasted +5000$ just to block like, 4 hit? 6 hit? It still had around 100% block yet it protect like 30% chance.
Tl;dr Never use power armor. Also melee skill is worthless as ----, melee 3 skill is around 40% chance to hit, THEN conscious and manipulation buff kicks in and it's around 70% chance. with melee 12 it's around 80%. Absolutely useless.
Btw I play only with melee w/o any tower on extreme and it's perfectly viable. Against humans it's more viable than guns because ai just charge and try to punch long sword(With guns, or just punch walls while rest of their team getting slaughtered) and when they use melee weapon it's always useless gladius(which deal only half damage of long sword) or club.
Although I pretty much forced to use guns against centipedes because power armor or personal shield in melee is just as protective as a cornstick(and current game doesn't give any other protection), and even then centipedes are jokes because personal shield vs their low accuracy. Scyther is actually scary but in close range they are jokes too.
#278
Outdated / Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
July 08, 2015, 03:08:25 AM
Bit more tested and pawns freeze only when they're holding weapon. I tested without any mod except SC so it's definitely not compatibility.
Right click lag issue is gone after I used completely new world and colony.
Also suggestion : It would be nice if door is buildable without selling wall first.
Edit : Seems only melee weapon cause problem.
Right click lag issue is gone after I used completely new world and colony.
Also suggestion : It would be nice if door is buildable without selling wall first.
Edit : Seems only melee weapon cause problem.
#279
Outdated / Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
July 07, 2015, 10:19:39 AM
Edit : Nvm
#280
Outdated / Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
July 07, 2015, 07:54:46 AMQuote from: mrofa on July 07, 2015, 06:34:13 AMQuote from: Litcube on July 07, 2015, 03:33:56 AM
11b:
Everytime there's a fire, the debug screen pops up and burps red at me. Something about fire extinguishers. Am I alone?
Did you update the mod to 11b ?
If yes can you send me or abrexus , gameDirectory/RimWorld834Win_Data/output_log.txt. When you get that error
Borne threw exception while determining job: System.NullReferenceException: Object reference not set to an instance of an object
at SuperiorCrafting.WorkGiver_FightFiresWithTool.JobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_JobTracker.DetermineNextJob () [0x00000] in <filename unknown>:0 lastJobGiver=
Not sure if this is same issue but in my game all of my pawn(that try to fire fight) freezed("Standing"), I used developer tools to create fire extinguisher and it solved for me.
Mod used :
Community library
CCL Light
all EDB Serise
Hospitality
MAI+
Medieval shield(btw this seems not working as intended, at least not against melee, not perfectly sure though..)
Misc. animals
Misc HIres
Power armor MkII
Tools for hauling
Refri' food storage
Blast door
Superior crafting
In that order.
Edit : Oh and when right clicking things sometimes extremely laggy, mostly when clicking pawn. Not sure this mod is problem.
[attachment deleted due to age]
#281
Outdated / Re: (\/) (�,,,�) (\/) Why not Zoidberg?
November 28, 2014, 09:56:25 PMQuote from: ItchyFlea on November 24, 2014, 07:52:01 PM
EDIT: Also, what do you guys think of this for a name: From Stone to Steel?

Go on..
#282
Outdated / Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
November 28, 2014, 09:11:45 PMQuote from: caesius on November 28, 2014, 10:24:18 AM
goood!! this mod is awsome! 감사합니다 ^^
but i have some trouble . this mod is not compatible with ESB 100% ...see this pic.
iv been using ESB first, and today installed this mod. but...
my people's some organs are missing and replaced improperly (ex: the one who got bionic lung
surgery's stomach is now "bionic lung"...a little bit scary;; )
it is unfortunate to me that i cannot use this mod untill my all people's organ problem got fixed...
plz can you solve this ?
thanks again to make this mod. and if you got trouble to read this reply, that is because of my immature english. sorry about that in advance.
Did you start new colony? This mod touch bodies and bodypartgroup, so you'll see lots of bugs if you load existing saves. Added note and sorry for confusing.
#283
Outdated / Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
November 28, 2014, 07:54:35 AMQuote from: Minus on November 27, 2014, 08:13:52 AMI did not use ANY metal in the things I crafted from your mod, nor did I put down any floors. I simply made bionic legs and the leg boosting implant. My colonist also had the fast walker trait I think, but his speed was like 4 times more than everyone else. It's just silly. I also HAD to cheat in resources because you did not mention that this mod needed other mods to work in your first post when I was downloading it.
Either extremely exaggerated, or bug when load old save. Have you even started new game?
QuoteI didn't check the code, I went by what the game told me. And it said I was getting a 0.3 instead of 0.2 bonus from most bionics in this.
Actually arm, eye, and ear efficient has been 10% increased. Now MOST of bionics increased by BIG LOAD? Can you even say one word without exaggerated it to death? Also this is to counter Power armor work penalty.
Also "game" says you're bundle of stick.

Quote
The description is "." and that is just lazy. You also say this node increases speed, but where does it tell me that here ingame?
In game? Consciousness increase speed. Savvy?
QuoteTry to stay mature and not say things like this. I know it's upsetting when someone doesn't enjoy your mod, but they don't have to be wrong.
You're clearly wrong though? Actually, what's even your point? "dis mod is op omg i cnt evn" so? Every mod is op, like, there's mod that let you copy resource, or apparello has armor that increase aim speed by 50%(and other clothes that increase surgery speed, learning speed etc.), or fast floor mod(by Igabod) increase speed by 44% with 1 woodlog, or Turret package, or Droids craft mods.
QuoteAnd this is what really makes me dislike this mod so much. Loads of research and expensive crafting to balance out the completely OP implants just doesn't work. Everything else in this game is gradual. The balance is thrown out the airlock when you put in things like this. And if I ever struggle to get what I need to make the implants in this, now the enemy are OP against me and will wipe me out. This isn't balancing, this is just making both sides OP.
Kinda kills the immersion. But I expect some people would love to have two madly OP guys duke it out. Just isn't for me.
Yup, 3 research is load of researches, and 45~75 plasteel is so goddamn expensive it had to be cheat(and now complaining it's op, while using cheat to summon all resource.. yeah..). And dozens and hundred of enemy pours into and people make kill box is gradual and balanced, but make a big tough pawn that has 5 time bigger pointsCost is op and balance is throw out of airlock and omg.
Ok 5 colonist without any armor(no armor vest, duster, helmet, etc.), tower, implants or bionics, 2 m24 and 3 m16 vs a Cyborg with Labman 1911
(Cyborg don't take cover(just like droid), so they're slightly immune to killbox)

2 Lmg and 3 m16 vs Minigun

2 Charge rifle and 3 m16 vs T2 Plasma Rifle

OMG BALANCE IS THROWN OUT OF AIRLOCK!!!!!!1!!!11!!
#284
Outdated / Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
November 28, 2014, 05:45:44 AMQuote from: Fifty Foot Ant on November 26, 2014, 01:31:24 AM
Thanks for the answer!Maybe I should post this question somewhere else, but is there ANY kind of compatibility issue between this mod and ESB though? Because I tried installing bionic legs onto my colonist and my doctor would never do it, even the "Prioritize operating on X colonist" didn't show up.
I don't think there's incompatibility,

Do you have medicine skill of 12? Bionic arm(and surgeries like install heart) require very high medicine skill, so your doctor actually have to practice skill.
Also try check and un-check recipe nurse mod(so it overwrite everything)
#285
Outdated / Re: [MOD] (Alpha 7) Immersive Body 1.5.1 hot fix : Creation of super human
November 25, 2014, 02:26:08 AMQuote from: Fifty Foot Ant on November 25, 2014, 12:42:14 AM
I like what this mod does but, as Minus said, there is no way to get most of the materials, this mod, if anything, should be combined and made collab with the Extended Surgery and Bionics mod, I believe the features of both, working without bugs (like some of the ones I have to deal with now) would be a very popular mod with the community. Could be wrong of course.
Or, just integrate with Icraft. ESB mod don't have any way to craft power armor, which you'll unable to get power armor since salvage is disabled.
Added Note. "You need Immersive Craft or any other mod to craft material(Plasteel, Synthread, etc)."
Maybe I should post this question somewhere else, but is there ANY kind of compatibility issue between this mod and ESB though? Because I tried installing bionic legs onto my colonist and my doctor would never do it, even the "Prioritize operating on X colonist" didn't show up. 