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Messages - Oragepoilu

#136
Quote from: Cat123 on November 09, 2014, 12:55:31 PM
Actually, I've researched all the AI - no cleaner specific model (although it might be the lowest one?) - can't build them, of course.

And no - simply because you know how to avoid something as trivial as beacon # limits doesn't mean it isn't broken.

Your problem is having played too long and assuming total knowledge = "that's balanced". At no point should loosing a single item (limited to 3 without trading) cause the game to be unwinnable apart from colonists. This is a game about colonists, not about "saving your precious beacon". If you can't see that this is a massive design flaw, then don't reply.

Major case of the blinkers there chap. :rolleyes:

You just don't understand what aim the game and the mod. The game also aim to be a roguelike and the mod aim to to do it in a harder way. It's not simcity, you really don't get the type of gameplay here. but well, if you don't get it i don't care, at last you read the whole stuff. Just try to not forget  that of course if you do 3 mistake in a row you will loose at some point.
#137
Quote from: Cat123 on November 09, 2014, 12:36:08 PM
Quote from: Oragepoilu on November 09, 2014, 12:18:56 PM
For the beacons, actually you can only have them from :
Starting pods (x3)
Ground-traders (usually by one or two)
Ship-trader (Some ship have a lot of them)
Crafting from the Advanced Modifier (to place down this workbench, you need a part from a trader)
Random event (i'm not sure for the crates), but sometime a colonist will have a stroke and you will be send a LOT of the same item around him; So only two chance from the whole list of item to find either the beacon or the Advanced modifier)

Ground traders don't come near my base anymore, and if I trade with them there's simply no option to exchange goods with them > the "not enough silver" issue, even though I have 4k+.

Your list actually highlights the issue - the beacon antenna are buildable on the production stage below, and there's no reason for a single low level item to cause so many issues.

If the solution is :cheesing: (i.e. selling the antenna to keep it safe) then you know something is broken.


New things:

Colonist # balance

With so many new processes, and new events, the pool of available colonists is actually lower. I've only been able to get 7 so far, have never seen a slaver ship (even if I could talk to them) and so on.

Surprised no-one has modded tasers / stun guns yet.

AI colonists

Nice touch - should be cleaner robots though! Cleaning is a low reward job and time is precious with the new mods. A horde of cleaning AIs is just what I need...

Only a really few people have issues with the beacons - all of them are new to the game/mod. I can't even call this an issue because it happen only if you have done three time huge mistake (loose three building with beacon inside). My option of cheesing is to help you because you don't seems to be able to do with the difficult included with this mod.
It's not broken if you loose when you make mistake. Without this there is no challenge, especially if the game + mod tend to go toward survival-like style.

There is robot actually with a mod included in the pack (MAI). Two version mainly ; the low tech first version can haul/clean, and the second can have part to do other stuff as well. In your next game, after you took some time to avoid loosing your three beacon again, try to go in the tech tree toward the MAI and build a few - don't rely on them too much because you will have trouble when you run out of energy (and they cost a lot) tough.


Ha, local trader only sell in the same fashion as the base game : you need to place a beacon and put stuff around, that's why i was saying you need at last one beacon to survive.

the guy who made this explained that they can't actually do without this because trading is hard coded.
#138
About the cook, you earn xp from butchering corpses. Soup also give xp, and doesn't require any level.

For the beacons, actually you can only have them from :
Starting pods (x3)
Ground-traders (usually by one or two)
Ship-trader (Some ship have a lot of them)
Crafting from the Advanced Modifier (to place down this workbench, you need a part from a trader)
Random event (i'm not sure for the crates), but sometime a colonist will have a stroke and you will be send a LOT of the same item around him; So only two chance from the whole list of item to find either the beacon or the Advanced modifier)

So let's talk about the problem itself.
You didn't read the first post, because if you had read this, you would have seen :
Quoteo If you want more challenge and totally ramp up the difficulty this RimWorld mod may be just for you!
So, after i'v cleared this part, let's see ... you need at last one beacon (removable in case you placed it somewhere wrong) to have a Orbital Trade Bacon, a second to access ship, and a third to call ships.
you ended playing so much badly that you loose you THREE beacons. this mean you failed THREE times.
So bad, you loose ! try again !

What's the problem dude ? you just got punished to playing bad. Next time, if you get attacked by some mortar and only have one beacon, sell it, it won't be destroyed (selling is instant in case you forget)

Local ground-trader come near you "blue home area", so if they go to far, reduce the area (just let at last one square near each building to avoid fire spreading).
You can even use this to avoid them going somewhere and force them to go only in one area, but your colonist will wander everywhere.

Disregard this, they still sometime come near buildings. They tend to stick to the border of the home area tough.
About the other part i agree that it could be rebalanced a bit around.
#139
medicine need lv med 5 & lv craft 3, 2 herbs of each, and a medical supplies
Medical supplies need lv craft 10, 10 metal, 2 wood planks and 5 cloth.

Check everything because it work for me, its very likely you just have missed something
#140
Hi guys,

I quickly report a problem I find while playing TTM + mods (it include this one).

After I'v installed a bionic shoulder i wasn't able to install a bionic arm anymore on him. I'v tried to remove the shoulder but didn't work. Can't replace by an human shoulder because they don't exist.
So now my best colonist is stuck with basic arm :(
Is there a way to change a file or something to give him back his human shoulder so i could use power arm on him ?
Edit : i noticed that there is
<thing Class="ThingWithComponents">
<def>BionicShoulder</def>
<id>BionicShoulder1558951</id>
<pos>(207, 0, 163)</pos>
<health>50</health>
</thing>

in my save file. I removed it, and after i loaded the game, my arm was gone so i could use bionic arm & power arm.

~Nice mod anyway, i'm using this for a while now. thx :)
#141
@dave
Oh okay i got it. You don't "open" the meal part so you only see the "global number" ! Ha yeah, didn't understand that before, because i always open this part (i have different sort of food, if i can get some meat or find some food in my traphole from invader)
I set food to have a cooker witch DON'T haul (to avoid him running across the map) with a low number of meal to cook
(n = number of colonist, x = number of meal)
x = n*1.2
always done this and it work without a problem (i cook meat only if i need to boost morale)
-------------------------------------------------------------------
@Goo Poni
Quote from: Goo Poni on November 09, 2014, 03:31:57 AM
I did happen to notice that Agave can't be grown in a field but when I went to the dev console to set a couple reusable shrubs down, I saw cultivated Agave there. Is it a hydroponics-only thing now? Kinda annoying as it still rules out the early-game salad but as there's fish and water collectors (which are still annoying because of manual check-ups being required), I guess I can just deal with it. I saw later down the line that fisheries can be automated, could maybe the research for it become something like just "+Automation" and envelop all manually-used facilities like the oil pump, water barrel and such?
Oil pump i believe will become an another building later if he didn't remove it; Water will come from an auto well, fish will be automated with a research (it's a bit farm, near the bio/hight tech part of the tree)
agave come late game with hydro stuff, and early if you have a map with it (it help, if you have some agave, you are usually on  map with more "sick" event (sorry, i don't remember the word for it, like the plague : the number of iteration depend of what map you play)
-------------------------------------------------------------------
Edit : bug report :
When I try to create the "Fertilizer Pump Engine", it say you need "5 Utility metal" and "2 Mechanical Component".
However, you can only allow to use "Mechanical Component" and "Mechanical Engine" !

To fix it, go into the folder
.../Rimworld/Mods/Tech Tree Minami A7/Defs/RecipedDefs
Open the file "Recipe_AdvancedModifier" with something like notepad++ and change the lines 954 and 960 by this :
<li>UtilityMetal</li>

Overall this should give you the recipe :
<RecipeDef>
<defName>CreateFPEngine</defName>
<label>Create Fertilizer Pump Engine</label>
<description>Create (1)Fertilizer Pump Engine.</description>
<jobString>Creating.</jobString>
<workAmount>880</workAmount>
<workEffect>ButcherMechanoid</workEffect>
<workSpeedStat>MaterialCraftingSpeed</workSpeedStat>
<efficiencyStat>MaterialCraftingEfficiency</efficiencyStat>
<sustainerSoundDef>Recipe_ButcherCorpseMechanoid</sustainerSoundDef>
<ingredients>
<li>
<filter>
<thingDefs>
<li>UtilityMetal</li>
</thingDefs>
</filter>
<count>5</count>
</li>
<li>
<filter>
<thingDefs>
<li>MechanicalComponent</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<FPEngine>1</FPEngine>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>MechanicalComponent</li>
</thingDefs>
</fixedIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>MechanicalComponent</li>
</thingDefs>
</defaultIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
<skillGains>
<li>
<skill>Crafting</skill>
<xp>880</xp>
</li>
</skillGains>
</RecipeDef>


If you still don't get it, you need to replace the wrong value (here, it's "Mechanical Engine") by the right one ("UtilityMetal") so it match the cost.

I'v added the file attached to my post in case of.
------------------------------------------------------------------
Again, a problem when i wanted to create the motorized track.
I changed the cost from metal to Unitymetal because it was going wrong with a cost higher than 75 and i don't know what to do with problem like this.
It does into the file "Recipe_ProstheticWorkbench". Replace the Metal by Unitymetal and change the number (here, i go from 200 to 60)
.../Rimworld/Mods/TTMpatch_SurgeryExtendedAndBionics/Defs/RecipeDefs
<RecipeDef>
    <defName>CreateMechanizedTracks</defName>
    <label>craft motorized tracks</label>
    <description>Creates a heavy motorized set of tracks.</description>
    <jobString>Crafting bionic.</jobString>
    <workAmount>1000</workAmount>
<workSpeedStat>TailoringSpeed</workSpeedStat>
    <sustainerSoundDef>Recipe_MakeClothes</sustainerSoundDef>
<products>
<MechanizedTracks>2</MechanizedTracks>
</products>
<ingredients>
        <li>
        <filter>
          <thingDefs>
            <li>UtilityMetal</li>
          </thingDefs>
        </filter>
        <count>60</count>
      </li>
    </ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
</thingDefs>
</fixedIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>7</minLevel>
</li>
</skillRequirements>
<skillGains>
      <li>
        <skill>Crafting</skill>
        <xp>120</xp>
      </li>
    </skillGains>
  </RecipeDef>

Attached file with the changed at the end of the post.

Because it's cheap with 60, Crafter lvl 5 do 4 unitymetal from 8 metal and a lvl 20 do 1:1, so i'v added a mechanical component into the recipe and increases to 75 the cost to match more the real recipe.
  <RecipeDef>
    <defName>CreateMechanizedTracks</defName>
    <label>craft motorized tracks</label>
    <description>Creates a heavy motorized set of tracks.</description>
    <jobString>Crafting bionic.</jobString>
    <workAmount>1000</workAmount>
<workSpeedStat>TailoringSpeed</workSpeedStat>
    <sustainerSoundDef>Recipe_MakeClothes</sustainerSoundDef>
<products>
<MechanizedTracks>2</MechanizedTracks>
</products>
<ingredients>
        <li>
        <filter>
          <thingDefs>
            <li>UtilityMetal</li>
          </thingDefs>
        </filter>
        <count>75</count>
      </li>
  <li>
<filter>
<thingDefs>
<li>MechanicalComponent</li>
</thingDefs>
</filter>
<count>1</count>
</li>
    </ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>MechanicalComponent</li>
</thingDefs>
</fixedIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>7</minLevel>
</li>
</skillRequirements>
<skillGains>
      <li>
        <skill>Crafting</skill>
        <xp>120</xp>
      </li>
    </skillGains>
  </RecipeDef>


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

Another small problem :
I got this
JobDriver threw exception in Tick. Pawn=Daiki, Job=FinishFrame(A=ClutterPodBed_Frame2849347, B=(-1000, -1000, -1000)) Exception: System.ArgumentNullException: Argument cannot be null.

Parameter name: key

  at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Texture2D].TryGetValue (System.String key, UnityEngine.Texture2D& value) [0x00000] in <filename unknown>:0

  at Verse.ModContentHolder`1[UnityEngine.Texture2D].Get (System.String path) [0x00000] in <filename unknown>:0

  at Verse.ContentFinder`1[UnityEngine.Texture2D].Get (System.String itemPath, Boolean reportFailure) [0x00000] in <filename unknown>:0

  at Clutter.Beds.SpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, IntRot rot) [0x00000] in <filename unknown>:0

  at RimWorld.Frame.CompleteConstruction () [0x00000] in <filename unknown>:0

  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator26.<>m__46 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

if i try to make a bed. (both slab and pod, the error is the same)

[attachment deleted by admin: too old]
#142
I don't understand you. The game show twice the water; You just have to read the first or the second number and it's exactly the same as they wouldn't have a bug in first place.
And if you don't even have to click twice the box when you change the parameter  in your stockpile because if you select one water the second change too.
So yeah, graphical bug only. And a minor one (doesn't change gameplay at all)

but well CHEST, food preserver, etc, share the same problem about the fact that they doesn't count everything inside, i agree. It's kinda useful in some way : game doesn't count what you really have so your wealth isn't hight as it should ( = less threat from the AI, but it's a bit ridiculous at this point, because the building add by itself some wealth)
But the bill part is really annoying, at best for the food, you can set to "craft until you have 2" so when it's full you will have a second stack somewhere (= 2 ), but colonist may move more the food that it should if you do that.

Bug report : after installer (a while ago) 2 bionic shoulder on a colonist, I can't install a power arm anymore (I'v tryed to remove the bionic shoulder, but because there isn't any human shoulder atm, i think i'll be stuck)
So my top colonist will be stuck without bionic arm, kinda meh.

~Don't use bionic shoulder unless you don't want to use bionic arm after (witch is really better, because the bionic shoulder doesn't give any bonus like the bionic arm)

@cat123
Only broken for you. You may didn't understand that you need the material on the map (not hauled, or blocked) to have the option. You have silver, so you can make silver; Try getting some wood to be able to make the wood log (it's a special type of wall alone in the menu) or using planks if you want to build the usual wall (i don't even know why wood log aren't in the same menu, maybe because of the cost)
Yeah, the first material showed is wrong, but it's not a big deal, i can change as i want if i got the materials.

For the make to do tool,
You should salvage the 3 pods at the start of the game (as the message say so, did you read it at last ?).
If you 3 pod didn't spawn in the first place, it's a rare bug ( i saw it only once but a few other ppl already have reported it).
Just restart the game until you get the 3 pods (shouldn't be long, it's rare that it doesn't spawn)
#143
Quote from: Shinzy on November 08, 2014, 03:36:31 PM
Quote from: Oragepoilu on November 08, 2014, 02:23:05 PM
Any help about what do each material ? I could test them all but I'm not sure that each material do the same for each part (kinda want to know what i should wear on my sniper ...)

Most of the new materials have nearliy identical stats (with the exception of polyacclamarate which is not too good against bullets but deflect explosives and blunt stuff quite well)

The vanilla Hyperweave is still the best material to use to repel bullets

In the future update the light power armor will use the sort of metal materials to craft
and they will all have exact same bullet deflection with some variations on the other defences
Cause they're the biggest threat in the game imo and I don't want that to determine what coloured armor you have =P Anyway! for sniper you really need whatever works best against headshots =P Those enemy snipers are real crackshots

Thx for taking time to answer, pal.

Gonna use some nice colors so I could recognize my ppl xD
#144
Any help about what do each material ? I could test them all but I'm not sure that each material do the same for each part (kinda want to know what i should wear on my sniper ...)
#145
Quote from: Dave-In-Texas on November 08, 2014, 11:56:24 AM
Water is listed twice in several places (storage location definitions, as illustrated in my screen snap.  Is this because two different mods are defining it or something else?  its a bit annoying that the game thinks I have 445! food and to realize some food is erroneously doubled.  I like that water acts as a last ditch food source, but want to fix the duplication.  I'm slowly slogging through the code but some pointers where (or a fix LOL) would be great :)

Well, it's only a graphical glitch. You won't be able to sell twice or eat twice the water.
#146
Quote from: vagineer1 on November 08, 2014, 08:34:16 AM
Quote from: Oragepoilu on November 08, 2014, 08:29:25 AM
Quote from: vagineer1 on November 08, 2014, 06:00:01 AM
Two things. 1: How do I create cookstoves? I've got the research, yet to build it I need to make something none of my current workstations can produce.

2: For some reason I cannot bury a rotten muffaloe corpse. I've got a grave prepared for it, the grave is set to allow corpses, but it is not letting me place it in the grave.

1) cookstove need hu ... an item that you could buy from trader, or late game, build from another workbench. Not hard to find, but you can't make thoose item untill late game so unless you progress trought your research you need to buy (and even if you research the workbench can't be made without item from trader as far as i remember anyway)

2)Did you enable everything ? I remember as there is a tricky part with the "burrowed" corpse option, the first one i think, alone. And depebd of the version i heard of bug that grave have wrong/ forget option.

Why would a cookstove be considered a late game item? It doesn't make sense. And what is this "Item" I need to buy from traders?

I don't want to be a jerk here but please read information in game a bit. Minami took time to explain lot of thing in game.

It's called Electric stove. If you really have done the research, you would be able to see by yourself, it's written when you want to place the stove. Also, if you placed the bluprint, you would be able to acces more information and even another that would tell you "electricstove[^trader]", witch mean buy it from a trader to build this.

And it make sense. Either you build it faster by buying the part needed or either you build it later by creating yourself the part needed. It's the same for everything midgame tech with this mod. the stove make just food in a more efficient way than other station, so it goes med/end game. (use firecamp, or the cook pot instead)

To avoid any problem like this just understand that :
-You can't build medium/hight tech stuff from nothing with just a bit or research
-You will need to buy most hight tech part
-but because it would sucks to wait for 10 years to find the trader with it, you can build it later (if you find a trader that can let you buy the part needed for the last workbench xD)

now you have more way that before to get traders, so it shoulnb't be a problem anyway.
#147
Quote from: vagineer1 on November 08, 2014, 06:00:01 AM
Two things. 1: How do I create cookstoves? I've got the research, yet to build it I need to make something none of my current workstations can produce.

2: For some reason I cannot bury a rotten muffaloe corpse. I've got a grave prepared for it, the grave is set to allow corpses, but it is not letting me place it in the grave.

1) cookstove need hu ... an item that you could buy from trader, or late game, build from another workbench. Not hard to find, but you can't make thoose item untill late game so unless you progress trought your research you need to buy (and even if you research the workbench can't be made without item from trader as far as i remember anyway)

2)Did you enable everything ? I remember as there is a tricky part with the "burrowed" corpse option, the first one i think, alone. And depebd of the version i heard of bug that grave have wrong/ forget option.
#148
Quote from: vlaslega on November 06, 2014, 09:31:10 AM
And no, it didn't use not included mods except edb interface and prepare carefully.

I'v tryed to look into this but i can't seems to load your game.
Maybe you are using an older version of mods; I'm using :
EdB interface 2.3.1
EdB prepare carefully 2.3.1
Tech tree 3.2.5

(all downloaded at just a few minute before i wrote this post)

I don't think I'm wrong thinking that we aren't using the same version of the mods, because as far as i know, save don't track the user.
Please, check the version you are using, or maybe just send me the mod you are using in private (I'm pretty sure you can't distribute what other people have made here)


Quote from: jabbamonkey on November 06, 2014, 12:42:40 PM
I noticed a "possible" bug with recruiting prisoners and propaganda.   

When you click a prisoner, you have the option to "try to recruit" that prisoner. If the prisoner doesn't have many great attributes, then I usually just keep them as a prisoner and sell them to a slave trader (yes, I've devious like that). I started adding propaganda to my jail "cells" to help with my recruitment ... however, when I have a prisoner that I do NOT want to recruit ... they sometimes decide to "join my colony" anyway because of the propaganda items.

I know that I can always "re-arrest" them when a slave trader comes, but it seems to take a little realism out of the game. 

Just wanted to let you know about this (and this certainly is NOT a large issue at all).

I'm pretty sure this feature come here because you can't (or it would be painfull to do this) track if the guys have the option ON or OFF for recrutment.

An other way to do this would be to have 2 houses, and use the "medical" function to bed to avoid your colonist to put people in the wrong piece.
#149
Quote from: vlaslega on November 06, 2014, 06:03:04 AM
Well, that glitch again.It happening after i craft 3 solar panels.And then, even if i will replace workshop, it still will be inavailuble.

I'v tested some stuff and i don't see any problem.
You may want to send your save (say if you use mod included and/or other mod otherwise it won't load), so i could take a look by myself (or somebody else).
It's weird, so ...
#150
@ shala
so far it seems correct.