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Messages - Geroj

#31
I found Advanced Weapon Crafting Workbench in crafting files but I have no idea how to get it, what I need to research? edit - Ok for some reason it need explosive IED research and i found it under security: advanced weapon crafting
Second thing - How to create some body armor? I have no idea where to create some bulletproof armor, just have smithy with plate and other medieval armors
#32
8. mineral scanner is scanning beyond its range
9. cloth with color in name like blue cloth is not working in recipes and you cant create anything from it
#33
4. Abomination spawn from pod crash is 100%
5. Abomination not rotting
6. predators and all other animals are not attacking colonists when they are shot at
7. mending workbench not working
#35
Quote from: Garr1971 on May 24, 2016, 08:31:24 AM
Quote from: Geroj on May 23, 2016, 04:19:23 PM
3. RPK-74 is actually assault rifle Galil made by IWI
Mwa-ha-ha-ha!!!! I can see the level of your knowledge)))
...балбес...
I meant that ingame weapon named RPK74 is actually Galil, you misunderstood, my knowledgeable балбес
Quote from: arirawr on May 24, 2016, 11:52:34 AM
Quote from: Geroj on May 23, 2016, 04:19:23 PMbtw what the hell are those mutants? One appeared from nowhere, killed 3 traders going to my colony and spawned 3 other mutants. Are they spawning from colonists or travelers in some random event?

There's an event that turns a random person into a monster, then anyone killed by the monster will also rise up as one. I don't remember but they might also have the ability to raise stuff that died well before the first monster came if they just walk near a body.

Quote from: Geroj on May 23, 2016, 04:19:23 PM
3. RPK-74 is actually assault rifle Galil made by IWI

Galil is more or less an Israeli remake of the RPK design, friend.

Galil is remake of RK62 which is finnish distant version of first kalashnikov rifles, RPK74 is machinegun variant of AK74, so I still dont understand what RPK74 have to do with Galil, that picture is clearly Galil rifle and not RPK74 (edit -yeah I now know you misunderstood me)

To that "abomination" thing - I think they just create another abominations from dead bodies(I guess from what they kill), they never rot for some reason and my colonists passed them like thousand time already(as I have 10 of them dead around map) and nothing, there is this even when someone is injured in a crashed pod and so far I had 100% probability that I get abominations from them so thats probably some kind of bug or just not finalized feature or I just dont understand this
#36
Downloaded testing version this morning, so far so good, only few problems
1. components are called spare parts
2. when roof collapsed it hit ammo and damaged it to some 20% health, some kind of effect like when something going to explode in vanilla is played but ammo is not exploding or anything, confused one of my colonist and she started to do nothing and just walk around damaged ammo, refusing to eat or sleep - had no idea what bugged her for some time until I found out its that damaged ammo
3. RPK-74 is actually assault rifle Galil made by IWI

btw what the hell are those mutants? One appeared from nowhere, killed 3 traders going to my colony and spawned 3 other mutants. Are they spawning from colonists or travelers in some random event?
#37
Only one thing I miss and thats ability to pick up one mag at the time, like 50 or 100 bullets only and not whole 500 round box
Also ammo should be lot more expensive and lot more time consuming to produce with something explosive like gun powder instead of "steel" only
#38
So this happened and I immediately remembered STALKER game ...but c'mon, second season, only starting 3 colonists and we have bunny armageddon? Playing Rimworld permadeath is like playing Sims. Except your pc is on fire and you're on fire and everything is on fire and you're in hell  :D



btw this is exactly what happened https://www.youtube.com/watch?v=ucZzFfjgU24  :)
#39
My turn! I tried to capture Rimworld starting colony in one picture, fighting for every meal drop with sticks and fists ..that and of course mad squirrels
#40
Quote from: akiceabear on May 10, 2016, 01:56:21 AM
Quote from: porcupine on May 09, 2016, 11:31:26 PM
Much appreciated on the mod, and also the explanation.  Too many people leave communities, and nobody knows how/why/etc.   At least this provides Tynan the opportunity to understand actions that are negatively affecting the community, and ultimately his own future.

Personally, I'm not sure if I'll play subsequent releases without combat realism, and it seems unlikely it'll go on without you.  As far as I'm concerned, this mod represents what should be integral game-play, and I hope there's some method for him to integrate it to the base game in future releases (as opposed to the mod withering due to compatibility issues as new releases come out).

Your work is nothing short of solid, I hope to cross your path again sometime/somewhere! :)

I agree wholeheartedly - this mod added many dozens of hours of extra fun, and I'll have great difficulty playing without it in the future. Assuming I keep playing at all in vanilla...

Many thanks again NIA! Amazing mod.

I can only agree with everyone, great mod, its shame you are leaving NoImageAvailable  :'(
This is something that need to find way into main game and change that crappy RNG system, together with some better colonist inventory UI
#41
Hi, I was playing for some hour or two and tried to load a game, every autosave is giving me same error, this is from log

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
#42
Would be nice if you could print shattered bones like femur, heal scars, or grow natural body parts for prosthophobes
#43
Quote from: nuschler22 on April 24, 2016, 09:46:30 PM
Quote from: Orion on April 24, 2016, 07:55:52 AM
Quote from: nuschler22 on April 21, 2016, 12:14:53 PM
Well, I guess its time to remove the mod since it feels useless now.   

I asked a simple question and apparently people don't know or are too busy to answer. 

Shame.  This was a great mod.
That's the spirit.

I suppose the spirit would be to answers peoples questions before they felt the need to remove a mod that didn't work.

But, so be it.

Dont really understand why you think that creator of this mod was obliged to answer to you ...Why do you think you are so special and need special treatment?
#44
I dont really understand this system, whatever I do they always leave unsatisfied, I have large room with comfy beds, there is heater, legendary large wood statue, chairs and table, they have plenty of joy, but they never eat food from fridge, some carry their own but most of them not, what I am supposed to do? Even if they bring their own food they just acknowledge my hospitality, throw me some junk and thats it, 90% of the time they just give me negative points
#45
Releases / Re: [A13] Rimsenal v0.533 : Stalker
April 21, 2016, 08:26:13 AM
Quote from: Astasia on April 21, 2016, 08:15:36 AM
Really awesome stuff.

I think the market values on your melee weapons are super low now, perhaps due to the stuff changes you made to them. Like the assault hammer is worth 650 silver, but is made with 180 plasteel worth like 4000 silver alone. Their low value also means raiders are spawning with them a lot more often, seeing day 50 raider groups with all rimsenal melee weapons at normal-good+ quality, just destroying my guys instantly.

I can comfirm this and wanted to write same thing, weapons have low value