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Messages - lude

#31
Quote from: pongvin on February 08, 2016, 01:30:58 PM
sand is a very, vey important resource and compared to how much of it is needed and it's very time consuming to make. for myself I made it so a chunk of stone is directly broken down into 100 sand at the electric workbench, instead of having to go through the chunk>block>rubble>sand cycle.
for the time being you could build a sand plot for 20 each and designate it to be gathered which nets 5-8 and is a low prio mining but comes before rubble and after peat

i doubled the income of glass batches so i only have to do one batch per batch of glass frames
it helped a lot with the sand problem, even tho concrete still eats large numbers of it
#32
Ideas / Re: Aliens
February 08, 2016, 11:24:36 AM
please suggest this in mods, i personally think that's a fun idea and MAI as well as other mods would provide a lot of info on how to realize such alien pawns best, sillicate eating aliens that ravage through your stone storages and such
#33
I would like trigger warnings to be included into the game.

Like the first raid happen "The coming incident may be bloody, also it may pit you into situations where your decisions might be heavily influenced leading to to actions of cannibalism and inhumanity. If this may trigger you, please clap your hands thrice."


I wish negative actions were more on sight/visual range and would spread socially/viral through gossip and pawn on pawn interaction with randomly diminishing or increasing results.

But a13 seems to add a lot of stuff with which this might be easy to realize.
#34
Ideas / Re: Multi-core support
February 08, 2016, 11:17:20 AM
as a tip win10 scheduling is superior to win7 or 8 and will net you an improvement in single core heavy games, up to 12% but mostly somewhere around 6-8% and there are probably scenarios where it's worse or better

and under win10 the game utilizes three cores, no clue what exactly it does but two are usually heavily utilized while the third not so much
#35
Quote from: Hec5 on February 07, 2016, 05:07:35 AM
It's not normal when I to build this up a field of 20x20 4-5 days takes the shelves, even though I have the materials? (From time to time are simply deviated and wait, or leave the material lying there, waiting.)
Is this a bug or do I have something in because change config?
Has a time to give me a little info?

You should force joy as well as work in the restrictions, I usually have mine at anything, but having several joy and work restrictions a day leads to them chosing jobs a bit more intelligent and feeding themselves better as well as make hauling work a lot better.

So if you don't force work every day it can take a long time and then there is a mod called tool for the haul which might break pathfinding if you have it installed (with the modpack together)

also that raptor pack should count as enemy and be autoshot at


--- edit ---
also I noticed that seedless makes everything die on harvest and leaflessness that isn't a tree and that is not very realistic, I changed most of it for my personal use to reflect reality now, I wish there were three stages of "frost" aka "leaflessness"

because beans and a few other stuff would survive slight frost, just not heavy

also I really missed the non plantable raspberry bushes for aesthetic reasons (so I dropped new ones after I changed it)

are you by chance interested in it? some seed prices might be to low to work with it, since all bushes do not die on leaflessness nor harvest tho all of it is easy to change, also I added grass and tallgrass back in so they are genomed now as well, haygrass should be too (and I checked every plant on google for lifecycle and frost survivability, things like cotton I left as an annual, even tho it's a perrenial, but the harvest periods are too short in game and after 2-3 harvests they'd produce a lot less or less quality anyway)
#36
http://pastebin.com/2ert3Z1e

here, I put all three xml into that bin the one you're looking for is probably the first and the third is completely uninteresting

also thank a lot for keeping MAI alive all those alphas :D
#37
Mods / Re: [Mod Reqest] Storage overhaul
February 08, 2016, 09:22:39 AM
hmmm don't know that error, dunno it's also hard to track it without output/error log

I also use that mod and recently got into the position of testing "hauling priority designator" i hope it's publicly available soon because it's really great
you can just click and drag to instantly make every hauler haul weapons/apparel or just everything you designate
#38
Mods / Re: [Mod Request] Places of worship
February 08, 2016, 09:09:13 AM
adaption refusal doesn't offer weapons, or at least I haven't found them yet in the production chain, only armor made from slag as well as food and electricity made from iron, places of worship

hmmm there's a Party starter mod with a big bonfire which gives a thought, perhaps it would be possible to write a comp for thoughts that checks for them and adds buffs based on the thoughts "I feel blessed by Kal'Ur Ashokal" which is rubbish for Karl of the Karl.

but how will you survive the winter without month long lasting torches and campfires? @ powerless
i haven't found any tailoring or smithing related recipes
it only has a wooden shiv, a shit bow, some kind of scarf and the rest is pretty archaic, making charred wood for building, it's something people thousands of years ago did or people that still hunt with spears but don't have access to iron or good rocks

it also offers powerles cremation, light from "holy rocks" and it's cooking is also pretty "neolithic"

or I misunderstood and powerless smithing, tailoring etc is what you re missing

just add it

I swear, there is no other mod

but the places of worship idea is neat

the party bonfire turns drafted people into party goers that start playing guitar, drinking and then get a mood buff it should be possible to write a compworker that somehow oes something with that

my colonies usually live rustic and like norbals for a long time, also perhaps adding norbals as a  faction might be nice, they're vikings and rather lowtech as well, especially with skullywag's medieval shield mods they're fun to be around

oh just saw the three weapon recipes adaption refusal adds, just don't use  the algae battery, it's the workstation for it and they're weapons you will see in game either way, i only use the working bench for the armor crafted from slag plates

no matter how retarded your archaic tribe will be, i doubt they'll fail at fitting big slagplates as armor,  but beside that there's medieval and archaic stuff added by some mods
#39
Mods / Re: [Mod Reqest] Storage overhaul
February 07, 2016, 06:43:06 AM
at least having stack sizes in triple or quadruple digit length is pretty nice and helpful, tho meals i only have at 25 per stack which is also already unbalanced ^^

you might be interested in Tool for the Haul

but make a savegame before introducing it
if it causes "ran out of cells to process" it won't be compatible which results in endless lag when large amount of pawns spawn
#40
Mods / Re: [Mod Request] Places of worship
February 07, 2016, 05:28:49 AM
I dunno, I guess it'd be possible somehow but have you tried Powerless and Adaption Refusal? (the latter has to be researched with devmode debug finish) it adds slag armor and wasteland savageness, the other just adds nice stuff for low tech
#41
Mods / Re: [Mod Reqest] Storage overhaul
February 06, 2016, 01:57:02 PM
you can find the xml files to be changed under mods/core/defs/thingdef/ or respective mods/whateverthemod/defs/thingdef

if you're going to change things from core/defs/thingdefs it might be best to make a small and very simple mod, there is a tutorial on the help forum

my advice is to use notepad++ it's a good editor with plugin capability (to compare files with each other and see the differences, merging, all kind of great stuff)

if you're up to it, try for yourself if not i'll do it

<stacksize>  </stacksize> is what you're looking for i think
#42
I'm for a speet spot of balance, thinking of "you put 80 in, you get 80 out" and a nutrition bonus based on the amount of work that goes into it (if 200 work is done to get 40 nutrition and another 200 has to be done nutrition should increase, the question is just if the non spoilage should cost extra, in reality it can cost extra if you add certain bacteria because you don't believe an ideal bacterial environment will come to fruition on it's own or if it has a collected nutritional value of x for y work the y should be included, i had two people in my last colony making nonstop silage and production oscillated between having one stack and half a dozen

#43
new bug after playing for a while (a year)

Quote
System.ArgumentNullException: Argument cannot be null.

Parameter name: source

  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator93.MoveNext () [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

  at Hospitality.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

it doesn't do anything bad but probably slows down, counts a few hundred per second

a few minutes after a visitor spawned, perhaps unrelated


--- edit ---

Could you please, if possible change the blight incident to not kill all plants, just ~99? Also is there a way to increase the maximum number of bills per station? Perhaps I should just start using Rimmanager instead of dealingw ith limited bills on a crafting station :E oh well let's do this
#44
So I ran into a similar bug as above, just that it's about saving while there are still designated walls to be smoothed, they can turn into smoothed stone walls but will still have a designation and appear as damaged, throwing out the same error, also they're invincible but it's fixable by just dropping a stone wall from devmode
#45
Fred you can change what materials that furnace is made of, you need to create some stone blocks first and use those