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Messages - silverskin

#16
I'm getting a weird problem with the power switches. If I build one in a game then save and quit, I will never be able to load that game again. Ever. It will glitch out and won't load. There's no problem while the game is running, it's just that it'll never load back up if I quit.

Anyone else have this problem? Anyone built any working power switches and find they can still save, quit and reload that game?
#17
Is "Mad Skills", the skill degradation remover mod, compatible with this modpack?

Losing skill levels is something that always annoyed the hell out of me with Rimworld. There's a good tiered option, in the mod, where you'll lose exp but not the level. Seems like a nice balance.
#18
General Discussion / Re: DROP YA QUESTIONS HERE!
January 22, 2017, 08:29:01 AM
Got one.

Are cold maps doomed to become completely barren after a few game years?
I settled on a cold planet in a forested area. The temperature never goes above 5, so trees aren't growing.
One toxic fallout could kill all the trees on the map and the temperature would never rise high enough for new ones to grow.

Will the forest grow back?
#19
Is there a way to reduce the number of other factions and their settlements?

For an undeveloped, wild Rimworld, the planet is pretty heavily populated.
#20
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 16, 2017, 06:27:22 AM
I didn't know that. Tried it and it worked instantly and perfectly. Don't I feel foolish, now.

Thanks, Canute.
#21
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 16, 2017, 04:02:16 AM
I'm getting the same bug, top_hat. Is your colony on a mountainous map? Every lander fails on my mountainous map but when I tried one on a flat map, it landed perfectly fine.

Maybe the lander is trying to come down on overhead-mountain tiles?
The debug log seems to say its having trouble "accessing player start spot". I don't know if that means there's not enough room around the original start location?

Edit: I just formed up a caravan and resettled my colony on another mountain tile, right next to the original base. Then I rushed a lander and it landed just fine. Must be a one-off glitch on some maps. Maybe the best thing to do would be to test a new colony with a dev-rushed lander, then delete it if it works fine and carry on as normal? Shame about the wasted colony, though.
#22
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 15, 2017, 02:22:49 PM
Perhaps make a special conveyor wall piece that has a built-in airlock? It can cost electricity to run and have a chance at blowing out.

Speaking of which, did the new patch tweak the chances of explosive decompression? It's happened three times in one season.
#23
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 15, 2017, 09:32:57 AM
Would a conveyor belt mod be compatible with MarsX?

It seems like a useful thing to have. A way to move resources into a pressurised base without having to go in through the airlock all the time.
#24
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 31, 2016, 02:39:45 PM
If this mod is anything to go by then NASA should just give up on their dreams of a Mars colony right now. Our solar panel tech is significantly worse than the 5500's stuff. And our batteries are even less efficient.

There's got to be another way to generate power.
#25
A16 update for real?

I love this guy. This hardcore mod is a Rimworld essential. I can only hope that, some day, Ty will absorb this modpack into the base game.
Unless that would leave skyarkhangel bored, with nothing to do.
#26
Help / Re: Linking buildings to walls?
December 31, 2016, 01:38:30 PM
I tried a linktype. Unfortunately it messes up the texture of the cooler. Changes it to a strange block of white and red.

I used to use Better Coolers. But we're on A16, now, and the mod hasn't been updated. I took a look at the cooler in the mods files and it looks like it needs CCL. And that hasn't been updated either.
If I could just get the walls to link then I'd be happy with it.
#27
Help / Linking buildings to walls?
December 25, 2016, 05:44:12 PM
How?

I've never liked how coolers stand out so much as single items apart from the walls, yet supposedly being part of them. So I want walls to link, side-by-side, with the cooler like they do with other walls.
By adding <li>Wall</li> to the cooler's linkflags, new coolers will be built linked with the walls. But if you save and reload the game, they will no longer be linked. Coolers placed with devmode won't be linked, either.

It's like the cooler can link to the wall but the wall won't link to the cooler. No use of custom flags or anything else seems to work.
Note how the top cooler, in the pic, is linked to the wall but the coolers in the fridge are not. The fridge ones loaded like that. If I disassemble them, build a wall in their place and then build a cooler over the top of the wall then everything is nicely linked and it looks pretty.

I suppose it would be best if they could be layered on top of the wall, to act as part of it. Like it were integrated, as a real vent should be.

[attachment deleted by admin due to age]
#28
I keep getting that "no usable PawnGroupMakers" issue. Is there any way around this?
#29
Which mod adds the darkness event? The one where shadows spawn everywhere and the event tells you to stay in the light.

I can't find it in the modlist on the first page. I need to read up on it. My base is lit up like the sun wrapped in christmas lights but I'm still getting those shadows spawning inside my base. They can often get close enough to hit one of my pawns before vanishing and they hit really, really hard.
#30
I had one of those mass battleground raids where lots of different factions raid you at once and your allies each send 1 man to help you. One of the factions were renegades and had EXPLODING HAMMERS. What the ever-loving fuck was that about? They had an infinite number of hammers they threw at my base. They caused massive explosions, dealing enough damage to get through reinforced concrete in two blasts.

Come to think of it, they might have had frag grenades in their pockets. Which they seemed to be throwing at the same time as holding hammers. They must have had an unlimited supply of those grenades.