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Messages - Jan2607

#136
Okay, sounds great :)
#137
How can I stop a fire mission on my railguns? Even if my colonist leaves weapons console, the railgun continues to fire. "Stop forced attack" only works if you aim at targets on the same map.

Edit: Nevermind. Tick and untick "Hold fire" did work. But maybe the guns should stop the fire mission, when the weapon system operator leaves the console.
#138
Could you allow us to turn the buildings which have an entrance on only one side? I forgot about it and now my storage pool is pointing in the wrong direction.
#139
Releases / Re: [B18] A RimWorld of Magic
June 12, 2018, 11:52:10 AM
Can I only write torn scripts with a might one of my colonists already has? So, if I don't have a priest, I can't write a priest torn script?
#140
Releases / Re: [B18] A RimWorld of Magic
June 11, 2018, 04:08:59 PM
Oh, thank you :)
#141
Releases / Re: [B18] A RimWorld of Magic
June 11, 2018, 02:41:28 PM
How does the enchanting work? I noticed that I can craft Gems and my mages can equip them (however, they don't show up in inventory, when equipped). But what's next?

#142
Releases / Re: [B18] A RimWorld of Magic
June 09, 2018, 04:42:46 PM
I think, I found a bug.
My Arcane Mage has two points in "Spirit", that means she had her current mana level at 108% (she had full mana). I used her Blink spell, which is not upgraded. This spell has a (base) Mana cost of 15.0%.
After she used that spell, she only had 78% Mana left.

So, if the spell costs 15% from the base maximum mana level of 100%, she should have 85% left. If the spells would cost 15% of her actual maximum mana level of 108%, she should have 91.8% left. Either way, 78% should be incorrect, so there seems to be a bug.
#143
Releases / Re: [B18] A RimWorld of Magic
June 07, 2018, 07:04:33 PM
About the Mana Mine, under what circumstances will it detonate? Only if a pawn walks over it or will it detonate, if a pawn is close to it?
I created a mine and 4 people run over it. Nothing happened. I'm sure that at least 2 enemies run exactly over it, the others passed it one square away.
#144
Thank you for this mod :)
Will you add more turrets to it?
#145
It seems I cant switch the naming of the weapons in the options. I tried it with A9+ names, long real life names and short real life names, but it doesn't change. The game still shows the name like "Jagged rifle", but I want them to be real life names.
#146
General Discussion / Hidden stashes in early game
April 27, 2018, 04:55:02 PM
I am a few days in my new colony and I got the hidden stash event with loot I definitely want to have. Easy, I thought, it's really early game, there will not be much danger there... And so I did send 2 of my 5 colonists to get the stash.
Well, it didn't work out well. The stash was guarded by 10 pigs, that instantly attacked my 2 guys. I only had repeating rifles and soon my colonists were downed.

So, is there any point in going after the stashes in early game? Do you go after every of them, no matter how long you are in or do you wait until you have a few more colonists and weapons with high DPS?
#147
Quote from: Jan2607 on April 14, 2018, 05:25:38 PM
Because of your Misc. MAI patch: There still seem to be some issues.
If I give MAI a loadout, he will not equip the assigned weapons and ammo. And because MAIs usually don't wear clothing, he won't equip a backpack. Also MAIs don't reload automatically after undrafting them after fight. This means you have to micromanage them a lot.

I also noticed that only the enhanced MAI doesn't have the reload and fire mode UI. The standard one has it. But both are unable to reload automatically after fight or to pick up their assigned loadout and gear. I would be really thankful if you could find a way to make that also working :)

#148
Because of your Misc. MAI patch: There still seem to be some issues.
If I give MAI a loadout, he will not equip the assigned weapons and ammo. And because MAIs usually don't wear clothing, he won't equip a backpack. Also MAIs don't reload automatically after undrafting them after fight. This means you have to micromanage them a lot.
#149
There is an issue with force attack. If your colonist leaves the mortar or other turrets to reload it, the force attack designation is canceled. You have to gice a new designation after every reload.
#150
Quote from: Saebbi on March 29, 2018, 02:32:57 PM
Quote from: Jan2607 on March 24, 2018, 02:03:56 PM
Thank you for these patches :)
Can you make a patch for Haplo's Misc. MAI mod? I tried it a while ago, but I failed. If you could patch it, that would be really awesome :)

https://github.com/Saebbi/Miscellaneous-MAI-CE-Patch
Here you go, but it doesn't show the extra UI added by CE.
(Where you can change firemodes)
But everything else works fine.

Wow, you really did it  :o Thanks, I will try it :)