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Messages - shhfiftyfive

#46
Quote from: eatKenny on February 28, 2015, 06:48:39 PM
Quote from: shhfiftyfive on February 28, 2015, 06:06:41 PM
anyone think the darkness mod and modpacks need a cheaper version of the spotlight "turret" to go along with it?
Less material cost or less power consumption? Or both?
Btw Spotlight is designed for battle, in peace time normal outdoor lamps will do a good job.

i understand yours is designed for battle, thus the cost of operation and build cost are balanced for that.

i was referring to an alternate version that does the same thing that could be used on a more permanent basis just to accommodate the darkness mod, which might want to cost less. i'm not sure what that cost should be exactly.

also, i wonder even if it is possible to code in a time of day, so when the sun goes away (much like how solar panels shut down), could we get a spotlight to power on when the night comes?
#47
Quote from: Delekhan on February 28, 2015, 01:13:35 PM
At this point the only mod in the pack that has not yet updated is Mechanical Defence 2, Enhanced defense and Project Armory I think. Any chance you'll release the pack after that's ready? (Although I can personally do without Project Armory).
some of the mods that are updated are not actually bug free yet though. still working out the kinks.
#48
anyone think the darkness mod and modpacks need a cheaper version of the spotlight "turret" to go along with it?
#49
Quote from: Sorrow on February 27, 2015, 12:57:59 PM
I'm having issues getting this mod to work.  I have used it before in Alpha 8 and it worked fine.  It's located in the mods folder and when I open the game it is shown as active in the Mods option.  When I go to create a new colony it does not have the button to prepare carefully on the character creation screen.  I'm wondering if perhaps its incompatible with the latest build?  I just installed the newest version of Rimworld which is version 0.9.727
make sure the folder you pasted into the mods folder doesn't have a subfolder that is the one that actually belongs in the mods folder.
#50
Quote from: JagenXI on February 27, 2015, 11:35:49 AM
weird I dont have this problem, my plants are fine til a blight or solar flare hit (which happens alot btw) but yea I do think nano thread for how much is needed and how much energy it takes to maintain a functioning farm they need to grow fast, I agree with bob on some aspects of the material requirements, the rifling bench in v3.45 was putting out guns so cheap that I no longer needed my 3d printer mod, while an LMG was costing me 350 steel at the printer, the rifling bench was costing me 20-50? Now im not saying crank up 10x thats ridiculous i have a hard time finding steel as is. but a moderate increase of 2x or even 5x would be appropriate. Anyways just a suggestion, keep up the good work.
is that the nano printer/scanner from haplo's misc mod? i keep trying to use that mod but it causes my pawns to bug out and stop pathing. also the costs to replicate items were all asking for waaaaay to much steel. but i never had the desire to replicate lmg.
#51
Quote from: onarum on February 27, 2015, 10:04:26 AM
edit: bah nevermind... it's just me being an idiot, I must have told 7zip to extract with the same name as the archive, so there was a folder level too many(EdBInterface folder was inside a EdBInterface-2.6.4 folder which in turn was inside the mods folder) and since when activating it on the main rimworld menu gave no error i thought it was ok.
been there. done that.
#52
i'm saying i do not fault this mod. i fault the changes to the vanilla game.

it makes acceptable sense if you can see how cassandra has seemingly been changed in this version. the months are shorter and at certain stages the attacks are more often than ever ( like i have experienced the 4th raid to be piggy backing the 3rd within the same month and no downtime consistently). and much of the new elements of alpha 9 are not balanced (melee shields that withstand 2 turret explosions and direct mortar strikes, how we must research 2 items just to use a single mortar, how it costs 10 steel per shell to craft, endless supplies given to the enemy mortar teams forcing us into mountains, and degraded gear from enemy corpses that force us to rely on turrets to do all the fighting for us because we have no protective gear).

hence i find all of the above issues to be bogus, the beginning few months to be extremely imbalanced, thus i was voicing my concerns of how this mod could make that even more of an issue. time being of the essence and all. nothing more. but then i gave up and just decided to live in a mountain until tynan does something to change these conditions.

but feel free to tell me that you've played extreme cassandra and you don't see any of these stunning differences between alpha 8 and 9 to be any cause for concern...
#53
alright so maybe my memory has failed me. maybe this was never a feature.

i was thinking there was a time in which the avatars of colonists at the top of the screen from EdB's interface... i was thinking your PSI icons would also show up next to those avatars as well.

was this never a thing? did i just dream it up?
#54
Quote from: nielscorn on February 26, 2015, 05:40:55 PM
That's what lights are for though
maybe if there was an included mod that added massive radius "outdoor only" spotlights, that cost very little power and materials... and don't require a ton of conduit cabling...

for example, i place a spotlight near my base, but instead of the light shining from where i place it, it would emit light somewhere else i choose.

i think kenny has a spotlight turret, but its cost isn't balanced around the use of a darkness mod. i am thinking we'd want something much cheaper to go along with this darkness theme mod.
#55
i'm also curious what is the situation with that too... can we expect to see PSI work in EdB's interface again in the future? i hear an EdB update broke that a little while back?
#56
Quote from: elStrages on February 26, 2015, 04:36:34 AM
Quote from: shhfiftyfive on February 26, 2015, 04:25:35 AM
i'm still playing the old patch so idk if this has been improved in the new one, but a big issue i've always had with the mod is how long it takes to get things crafted at the craftsmen workbench. even if i have like 3 of them with 3 crafters working on them simultaneously and permanently.

can we either change it to output more than 1 synthread, plasteel, etc per work order? i mean make it cost the same amount of materials per, but gain more than 1 per job.

or really just make them craft much much faster? the plasteel is especially slow, but the synthread is also bottlenecking my production. i assume the other things are slow too but i haven't even been able to get to crafting anything else since all my workbenches are permanently stuck trying to produce the named materials. in bulk. one at a time...

Sounds resonable.  I will add it in to my proposed changes log, it is likely i did a copy and paste and didnt really think about the timings.  I will look at the crafting time of a cloth shirt and do soemthing like x2 x4 x6 Synthread Hyperweave Plasteel most likely.  I wont double output though, just lower construction time
i'd really suggest the output be more than 1 synthread, plasteel, nanomite per job.

imo, even if we're given drastically increase craft speed for synthread, plasteel, nanomites, etc. it is still going to take considerable trips back and forth from stockpile to workbench. 1 trip per ingredient just to get a single item output... that is enough to drive someone crazy. your crafters will spend most of the day hauling small amounts of items to the workbench.. i'd rather not have to min-max my stockpile locations to cut down on travel to compensate for that. which is why i was kinda hoping we could output more than 1 at a time for those particular items we need in bulk.

Quote from: Viken on February 26, 2015, 03:15:07 PM
What about switching some of the crafting over the bulk instead of lowering the crafting speed? So far almost everyone is crafted 1 at a time, and that's good for somethings.  But nanomites, for example, are used in just about EVERY advanced recipe.  So why not up the materials they use to craft by a third and then have them craft in bulks of 5 or 10 instead of 1?

that's a +1
#57
i'm still playing the old patch so idk if this has been improved in the new one, but a big issue i've always had with the mod is how long it takes to get things crafted at the craftsmen workbench. even if i have like 3 of them with 3 crafters working on them simultaneously and permanently.

can we either change it to output more than 1 synthread, plasteel, etc per work order? i mean make it cost the same amount of materials per, but gain more than 1 per job.

or really just make them craft much much faster? the plasteel is especially slow, but the synthread is also bottlenecking my production. i assume the other things are slow too but i haven't even been able to get to crafting anything else since all my workbenches are permanently stuck trying to produce the named materials. in bulk. one at a time...
#58
i don't like how the new vanilla trade beacon stockpile works.

adjacent/overlapping trade beacon stockpiles not merging on creation...

and in general, not being able to split a stockpile up without it deleting itself. idk why tynan felt this was a feature/restriction worth enforcing. can it be circumvented with mods?
#59
more mod requests:

-----------------

i'm not sure about this new "expectations" mood. whether it either scales with time or with the how many colonists you have. either way i find it ridiculous and prevents us from bringing our game beyond say 2 years. that basically conflicts with mods like this that extend the game's length with goals of gaining all this stuff. i do not enjoy the new system where i have -8 mood for everyone after only 18 months. not sure how much higher it goes, but -8 is nasty.

- so i wonder if you could add a small +mood bonus for each piece of cybernetic armor, to combat the ever growing high expectations of the alpha 9 mood system. to me this seems logical, since gaining that armor would "meet" those high expectations, and thus nerf the escalation of the debuff.

- and adding a mood bonus for wearing hyperweave would fit the theme i request, and would be appreciated too.

- high quality art or some other new place-able objects to combat/meet high expectations?

-----------------

and i also dislike how within only 18 months i have to replaced all of the gear for every colonists due to ridiculous degradation speeds. <---- this basically makes me not even want to buy/craft vanilla hyperweave pants/shirts. i think those higher quality vanilla items should be tweaked to last much longer than standard clothes.

so...

- if a modder could tweak those degradation values for hyperweave pants/shirts, that would be great.

- a crafting bench to repair any/all tattered gear. vanilla and modded
#60
feature request:

i would like to be able to craft those things rarely found at the trader. the neurotrainer injection things that increase your skill level in a certain skill. considered not as a body part that requires surgery, but as a consumable.



also, a bug report. i'm not sure what mod or if vanilla bug. i think it is a mod because it never happened in vanilla a8 for me. this bug was present in alpha 8 modded epyk pack.

when i buy those neurotrainer things from the trader.. they are bugged. in vanilla, if the trader is selling more than one it will know if it has more than 1 type on offer. you will see them listed separately in the trade window, with appropriate names showing what skill they boost.

but some mod lately has been breaking this. so instead of 2 separate neurotrainers showing up in the trade window, it will just say it has 2 of (insert skill here) for sale. so you buy those 2 and then you find out that actually only one of the 2 were as described. the other one is another random skill.

anyone know which mod is causing this bug?