Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - 200Down

#31
Ideas / Re: Carrying a Ranged AND a Melee weapon
February 12, 2015, 06:48:47 AM
I would also like to know what this 3 handed weapon is. Some new fangled high-tech probing device? Is it is it?!?!

Also the "simple and logical" statement might have some bearing to it.  ;)
#32
Quote from: Rock5 on February 12, 2015, 04:05:35 AM
You can use the Sun Lamps outside.

1. Create a temporary room around the lamp with 4 walls. Add another wall as a support on the corner of the sun lamp area. Remove the 4 walls around the sun lamp and, viola, you have a roof over the sun lamp so no more shorts.

2. Enclose an outside growing area with walls and make it into an indoors room. Then you will need the sun lamps to keep the plants alive. This is what I do especially so I can control temperature as well.

1. Didn't realize roof protection from rain was simulated if it's still "outdoors". If it is, then bravo! That's really nice.

2. Right but you're still limited by "soil" which is my real issue. Heck I don't honestly care if it's removed if there's some other way to "move" soil and have it plant-able outdoors. Maybe not filling in water areas but replacing stone or covering it is really nice which can be done currently.

Funny thing is.. I could see him remove the sun lamp too if the pump also bothers him. Basically it allows "indoor" planting in the same way you just explained. The difference is negligible between "inside on manure" and "outside on dirt" isn't it? The whole thing's just...........,
  __,_____,,,,,,,
/ __.==--"'''''''''      ::)  ...,,.....,..,.....
/#(-'
`-'           
IMO  lmfao
#33
General Discussion / Re: optimization: and a wish :P
February 12, 2015, 06:13:56 AM
Almost thinking it's a nvidia driver thing.. same card setup here and there is some really odd fps behavior at times. With or without mods. I have never had a large base so that is probably worse. Some theories below.

1>Mods with dll's that aren't playing nicely or need processed too often or even at the same times as the core games existing heavy processing moments. You can essentially consider them mini exe's as far as mods are concerned. Imagine running 20+ more exe's every time you play the game. Yea, it's gonna have perf affects. Maybe hardly noticable, and maybe insane depending on the mod. I havn't used one that's hugely noticable yet but I'm sure there will be some eventually.

2>Mods that use dll's and change something with pawn's medical status (even the base game) in theory could TANK perf with large battles and such.

3>Mods with dlls and items that are constantly varying/changing in some way that you have placed dozens of around your base can and more than likely will affect performance at least by a small amount.

4>Too much processing needed in regards to any routing calculations at the same time. Many games have this issue.

Again just THEORIES! Don't yell at me if your mod has a dll and then point to this post. It's just the risk you take when using addition code to get your mod's changes to affect the game. It will somehow affect perf even if it's unnoticeable, it still does. So yea, fk off in advance to you people!   8)
#34
Bugs / Re: Mod selection not updating after Mod removal?
February 12, 2015, 03:27:35 AM
Quote from: skullywag on February 12, 2015, 03:16:49 AM
modconfig.xml in your user/appdata/locallow/ludeonstudios folder (windows obv). I think thats what youre looking for.

THANKS skullywag!! That did it.
#35
Roll until I find a tolerable mix.

Then prep carefully to change looks and hair color to mix it up. Not a fan of females that look like males and the one "jacket" type that leaves them naked looking. Also add cloth pants if there was none, unless it's a nudist :)
#36
Bugs / Mod selection not updating after Mod removal?
February 12, 2015, 03:11:45 AM
Not a big deal but I've noticed this pretty much sense I've started playing RW. Just figured I'd mention it.

The mod selection list will "at times" not update mods will be there even after removal in the /MOD folder. Very odd because they DO update sometimes and others not.

Is there a known work around like deleting a file which would "force refresh" the list? I didn't notice any such file while but I didn't look real well ether. Manual removal would be fine too. Anything really.

Thanks in advance!

Update: After a bit of investigation namely leaving this file open in notepad++ while playing so it would alert me to any changes when they happened(it alerts you if the file changes and ask you to update it). So far so good, it's been updating upon exiting the game. I may have jumped the gun and there may be no problem at all, just simply doesn't update at the start of the game. Will keep you posted if anything changes within the next 10 or so sessions.
#37
Quote from: Rock5 on February 11, 2015, 11:48:05 PM
Well... I never felt like the pumps were overpowered. They use a lot of power

Exactly, it's not. He just doesn't like the fact that nobody uses hydro(which likely took much more time to implement).
Honestly don't think he thought the entire "removal" of the item through very well. Be interesting to see forum's thoughts about it after A9 drops.

And another thing, "SUN LAMPS" may as well be removed then. Can't use them outdoors without power shorts anyways can you? I haven't tested this. It just made sense that they would. Could be wrong though.

Dearly hope that he doesn't have some kind of god complex. Expects his "pawns" to play exactly by these rules with no other options cuzz that's gonna end up one boring game lolz
Note: I am aware that this sounds "harsh" bet I don't have the words to state it eloquently.
#38
Well until he introduces another way to "move dirt" or "place dirt" I'm def NOT ok with it. I like being able to somewhat terraform the land outdoors especially. I can understand limiting indoor growing though.

Edit: This mod is great though. One of those "shoulda been" mods. As in, shoulda been like that from the start :)
#39
yea, kinda what you get when reviewing mods and games that aren't finished though.  He did at least state that it was still being worked on. Maybe followups after mods are finished?

And my apologies about the shutdown thing. I think I was thinking about the remove "brain" thingy(or whatever it is) that shows up from time to time and does literally nothing. Never bothered me enough to look into it though.
#40
Hell... long as my dudes don't look naked WITH clothing on.., I'll be just fine with it. Awful lot to ask peeps to ignore and no, my imagination isn't that good lol. I'll take a screeny sometime while in-game if I remember. Which is the screenshot key, printscreen?
#41
Quote from: Pumpus on February 11, 2015, 04:45:53 AM
Hey Guys,

I've started a mod analysis series on youtube. My first episode is on More Mechanoids.

I'd love for you to have a look and let me know what you think as ill be doing many more.

Here is the link: https://www.youtube.com/watch?v=m-t-0FmAguY

Enjoy!

Got a good voice for youtube man and you talk like you actually have viewers watching instead of talking to yourself like you see so many other insanely boring lets play gamers do on there. Not all of them of course but quite a few zzzzzzzzzzz.

Don't give up on the youtube thing :)
you got one sub anyway

Small critique though. If your gonna do mod reviews it may be in your best interest if you don't have other mods installed. Reasoning is, I think that little issue with the "shutdown mech" on the mechs themselves, isn't even caused by this mod. It shows up on all mechs even without this  mod installed. Pretty sure it's in the core xml's somewhere. Remnants of something Tynan was planning? who knows. Or it's simple caused by one of the medical mods you have installed because i use one of those to. I can't remember now where I saw it but ither way.

But nice vid and keep them coming




#42
You didn't make them hide under beds did ya? hahaha Would make sense as beds will always be in a home zone and preferably inside. That's funny as hell if you did.
#43
Ideas / Re: Cassandra "Serious Challenge" Some thoughts.
February 11, 2015, 05:10:43 AM
Quote from: Bitharne on February 11, 2015, 03:34:01 AM
It would be good if you played the base game as said level and see how it goes imo.

You're probably correct and I will likely test it many more times when a9 drops but intel then that's not a convincing enough reason haha. Got any actual thoughts of your own to add on the challenge level?
#44
Quote from: Bitharne on February 11, 2015, 03:30:13 AM
It would be similar to arguing that logs can only be used in construction after the were cut into planks. That said, I miss the old log wall :P

Just out of curiosity, I think I noticed some remnants of cutting logs by hand in one of the xml's. Was that in the game at one time or a planned feature that got abandoned. Don't really care ither way just curious is all.

ok back to the topic at hand;
Ya um... ya.. just can't do it.. no way no how... you guys suck for thinkin in any way differently than I do!  Ok so maybe it wasn't constructive but it was a comment. sorta.
#45
Wow, I completely misunderstood the entire post.  ::) I thought you meant just having arbitrary skill limits on every craft-able item type. Like literally limiting you to only doing something if your dudes meet or accede that level. I apologize.

And yes that is a wonderful idea.