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Messages - shhfiftyfive

#76
cool. look forward to an update then :)

the only issue would be if your best miner decides stonecutting is fun and the other miner with less skill does the mining. i don't suppose there's any way to change that?

the same problem exists with default vanilla crafting. i want my highest level crafter to be on the benches that output legendary items, not benches that don't have a quality output like stonecutting.


EDIT: actually i know a solution!!

like the incinerator... code in "hauler" as the job (instead of crafter or miner or constructor). that way you can set a colonist with no good skills as a hauler. and the hauler will cut stone if a bench is available (like incinerator). problem solved. and if you want hauling to get done you can suspend the workbench or prioritize more haulers... no legendary crafters or miners will be lost in the process.
#77
i see some non-items being sold by the traders. like cybernetic turrets for 50 cents.
#78
Quote from: MarvinKosh on February 13, 2015, 04:52:01 PM
Stonecutting is prioritised after mining, so in order for the miners to cut stone, there need to be no outstanding mining jobs.
shouldn't it be the other way around? so if we want the stone cutting job done it will get done without forcing us to cancel all mining operation. and if we want them to mine instead, we can choose to suspend the work orders at the table, and/or we can prioritize more miners than we have stone cutting tables.
#79
Quote from: OldVamp on February 21, 2015, 12:29:03 AM
machining table, add bill, create shell
i'm talking about early game progression here. the amount of time it takes to research that far is not something you can do in the first few months. i mean if the very first thing you research is mortars, and the very 2nd thing is machining... you're still gonna get raided by enemy teams before any of that comes to pass.

i am regularly getting raided by 2-3 enemy groups within days of each other, sometimes before i even build a fricken research table or a single turret or get more than 3-4 colonists. the first  months of cassandra is giving zero fucks right now.


Quote from: MarvinKosh on February 21, 2015, 12:57:53 AM
You can break the siege by killing them from afar. I'm not saying that it's easy to get hold of a couple of sniper rifles, but that's my preferred way of dealing with them. When you've killed enough of them, or you blow up their mortar, they will make a run at the colony as usual.
not from my alpha 9 experiences. alpha 8, sure. try that in alpha 9. i've killed nearly all of them in combat, and the remaining guys will just loiter around the mortar camp. they do not care to ever come attack my base. they'd rather stay there and receive free food from drop pods.

and as i mentioned, cassandra is sending multiple factions to attack me nearly simultaneously. its like one faction is spying on me and knows when i am pre-occupied (actively fighting another group) and so the storyteller sends another group to come fight me while my pants are down.

this has literally happened to me every time i get into a fight: either immediately, or within 2-3 days, another group will come along to capitalize on the fact that my guys need rest/food/meds. it is completely ridiculous.

what happened to the one attack per month? why are they so agro and attacking me at the most opportune time? back to back.

trust me. on alpha 8 i regularly beat cassandra extreme, with no fertilizer pump, no grow zones, no hills or mountains. all in anticipation of alpha 9.... but alpha 9 cassandra is blatantly cheating compared to alpha 8. i don't understand why so many raids are happening per month. it shouldn't be a thing.
#80
to make things worse, it seems cassandra difficulty has been increased to a ridiculous level.

instead of about 1 raid per month, i am experiencing 1-3 raids per month.

as soon as i leave my base to attack one of these mortar teams on their own turf (or if i am just going out there to steal their shells as you suggested), i am almost ALWAYS immediately attacked by another faction while i am out there, only a few days after the initial group showed up. it is completely insane.

it's like the game checks to see if your pawns are in your home zone, and if not then it sends a new enemy wave at you. i've had 3 games now that ended with 3 sets of enemies showing up one after another, each as soon as i engage the initial, all within the same month. this never happened in cassandra in alpha 8, not once. but it happens every game now in alpha 9.
#81
i hope your new a9 pack has some mod/feature that can get rid of the new cheating enemy mortar teams. they are getting infinite drop pods of shells and food. so... they never attack your base... i am shocked at this, since i thought tynan was trying to get us to stop hiding in mountains (he removed fertilizer pump). but this new mortar team is game-breaking imo.

i'm sure the pack will give us alternative ways to buy/craft mortar shells to combat this, but it is very problematic that the vanilla game is in this situation right now. in vanilla i bought all the shells available (instead of meds) and it still wasn't enough. i was so poor because normal clothes don't sell for much any more. the economy is very difficult early game.
#82
serious request here....

i'm not sure if this has been asked. is there some way to remove the new cheat that the enemy mortar team has been given?

in a9 they are getting endless supplies of shells and food, so they will never attack your base. this i consider game breaking. when they run out of food or mortar shells, the game just drop pods in another full stack. indefinitely.

since they have unlimited food and ammo, even if you mortar them in return, they will not leave their spot to attack you, even though they should be going crazy after spending days eating off the ground and sleeping outdoors on the ground... and fighting off the fires that you create by using incendiary mortars on them. but nope. they stay put.

you will have to leave your base and fight them on their turf to kill them off. this makes your turret defenses useless. and also heavily promotes just building a base in the mountain to avoid their attacks.

i even tried to compete with this (was obviously running out of shells of my own) by using the new longer day/night cycle to go steal their shells and food at night while they sleep. but it wasn't enough ammo to get me through the game. there really needs to be a way to craft shells in the vanilla game.
#83
this mod seems interesting logically, but for the game i don't see how i could possibly make it through the first 2 months of the game with this. you'd need to make the wood furnace smelting process almost instant, and generous. and that might kinda contradict the purpose of the mod (realism).

the start is a race to get your stove/freezer, prison, turrets, and boundary walls up. steel walls are the best choice because they are less flammable than wood. i don't see how that would be possible with this mod. especially on a biome with basically no trees or mountain hills, leaving steel as your only choice. stone cutting would take too long. trust me. and hiding in mountains is cheesy.

you only start with 3 pawns. if those pawns aren't mining, constructing, or making food, then you're just relying on mountains or something to get you through the enemy raids, which i refuse to do.

i'd love to dedicate some pawns to crafting, research, but it's not really feasible for any of the 1st 3 to do so. at least not for anything other than say geothermal, improved turrets, and mortars.

of course i say all this with the intention of only playing extreme cassandra. preferably no easy mode hills/mountains, no easy mode grow zones.
#84
the nuclear power from this mod is nice.

the "mine" though is sorely lacking in steel output in comparison to omni-gel. at least last time i tried it. i'd recommend you up the output to give users a competitive choice between omni-gel and this sort of mining operation.
#85
i only used this mod for the vents. i hope it can be patched without too much effort.
#86
:( 60% seems so arbitrary. a lot of the smaller mods are already updated.

if it were me, i'd release a new pack as soon as the edb mods get updated.
#87
curious if you know how long it will take to get this a9 updated?
#88
"Skullywags Weapons, Tools and Trinkets - By skullywag
ShapedCharge - A device that will remove roofs!"

...link to this mod's page is broken in op
#89
it's worth noting in the OP: the presets you create with this mod will need to be deleted and remade manually each time you remove another mod that was present at the time of the preset save.

if you happen to disable any mod in your mod load order that was present when you saved a prepare carefully preset. that will break your prepare carefully presets.


the symptoms of a broken preset are:
- many materials in the material stage of prepare carefully will not have icons. (signs of a previously installed mod being removed)
- the "points budget" calculations will be way off and give you a bigger than normal budget.


not sure if adding a new mod will create same issue, but removing a mod will definitely break your presets.
#90
i found an incompatibility issue with another mod. the mod that adds "nano storage". (haplo's misc with mai)

i was trying to build a cybernetic turret from this mod, requiring plasteel. but it said i didn't have enough materials.

after removing all the plasteel from the nano storage i confirmed it was the cause of the issue.