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Messages - Oragepoilu

#151
Quote from: Kitsune on November 05, 2014, 11:55:29 AM
The only other option what i think, what Oragepoilu's nice list not covered is, maaaaybe the bill is already produced? ;D

Thats new for me too, that sounds like a "bug" but i never had get a similiar situation by me alway's it was something from Oragepoilu's list. ???

By suspended I was thinking of this, too, mainly because it's rather easy to check with the colour of the bill, but yes :)





Quote from: pajok on November 05, 2014, 03:16:17 PM
Hello!

Thanks for your hard work, whit this mod the game is a hard survival game !!! ;D
My only problem is
- 2 Centipede attacked and burned down my workshop (Workstation and hand sawmill destroyed)
- in my storage there isn't "make do tool"
- My only option is , cheating with the development mode.

My opinion  -  the building requirements , without "make do tools" (with this 2 thing)
1. Sawmill  -  15 wood
2. Workstation - 20 wood planks + 26 metal

In this case ,(if someone lose everything) you can beginning again.

Thanks!

You get make to do tool with the refound of your cryo pod that crash with your 3 colonist at the start of the game. There is 3 make to do tools, and you can even make more with the workbench ...

You can kill centipede by using a colinist to be targeted, and hide it when the timing of the weapon is a 0 (you can see a part of a white circle disapearing if you target someone who will shoot. When it's gone the bullet fire), while other colonist shoot at them.

Another possibility, is to stay a close range but NOT melee. They can instant kill in melee but because of the precision depending of the range of weapon they are using, they will want to be at last around 10 squares aways from you before shouting. Stay close and shoot at them !

Anyway it's 100% your fault. You should protect what is important to you in a better way or you will loose, it's how games works ! Good luck next time :p

#152
Quote from: vlaslega on November 05, 2014, 08:13:38 AM
ALL of my workplaces suddenly didn't work.Please help somebody.

Check if :
-You have a bill
-If the bill isn't suspended
-If you have the material
-Check the radius (range) in case you set it to a number to small
-Check if the bill ask some level in crafting or something else (ex : you can't craft all the food without level up the cooking skill of someone)
-check if you can ask for a manual priority (select a colonist that can make the craft, and right clic on the workbench)
-check if you have a path from your colonist to your workbench (take care about tree, and building that aren't finished yet)

If nothing help, it's very likely you just missed something.
I'v never heard of a "bug" like this but well, let's see.
#153
Quote from: vlaslega on November 05, 2014, 03:35:46 AM
Welp, the game is loading very slowly, if it does, of course.

Because there is quite a bit of "things" to load and because the game itself is a bit low by itself, it take a bit of time (2-3 mins) if you don't have a decent computer.

Don't forget that if you alt-tab (= don't have the focus on the windows of the game), your computer (well, if you are using windows) won't use his full performance to make it ready quickly, especially for the textures.

If it didn't start after a few minute you may want to try to reinstall. There is already a few post explaining how here.
#154
Quote from: LazarusLongNL on November 03, 2014, 03:49:48 PM
Hi, sorry if my question has been covered i am swamped with extra work and can't send the time looking. So i hope you will only kick my in the ass twice!

After installing this mod i noticed i lost the ability to make the Armorers table. The research tree talks about it when researching advanced Armoring but i am unable to build it as it is not listed in production tap nor any other. Is one of the mods in your package overriding it? Because i can only make the tailor building which kills my ability to armour my Colonist up during mid game.

And those freaking charge lances HURT.

Any clues or idea? Thank you. Also, i LOVE this mod. It is a must have for any play trough!

Short anwser.
It have changed from a while now, it's from apparello's mod.
Now, you need two workbench : the first for low tech, and the second for hight tech. That's it. There is also only two research, each one unlock a workbench.

Before, you would need the basic one, the armored one, one for the blueprint, and another  for hight tech if I remember.
#155
Quote from: obuw on November 02, 2014, 05:42:06 PM
PS. The Machinarium power plant should give a lot more power to be worth it imo. 6000kW can barely run 3 shield generators at standby, and you can make 25 MAI's / shield generators with the mats it takes to build one. 20000kW would be more in line I think. :-)

I think it's nice. You can have a bunch of them if you got the event with the crashed part ship, some robot come from time to time in small group ready to be harvested.

There is no downside to this power generation, so of course it's costly.
#156
As i'v already say a while ago,
did you guys tryed to save & reload the game completly after you get a bionic that you can't install ?

A lot of people wasn't able to load this mod for a time, and some other wasn't able to install most new bionic.

For the second problem, I always needed to reload the game completly if I got a few bionic before I could use them, so you may want to try this.

reload the game completly = save, close the game, start it again, load your save.
#157
Quote from: Morgrav on October 31, 2014, 06:01:55 PM
Hello,  absolutely love your Events mod!  Now I'm trying your Tech tree.  It's so large it's a little daunting, and I'm still figuring out the dependencies.

This is my first attempt using the mod, so pardon if this a silly question.  I'm attempting to build batteries, which require battery modules.  I can't find the workstation or resource to create battery modules  (or a geothermal engine for that matter).  What am I missing?

The old batterie and mid game only. You need to buy it from trader, or late game build them yourself, but it need some workbench that you won't have before a while.

At first, you can build a low tech batterie with less efficiency by using potatoes- haem, compact batteries. you should already have a few from your pod, and came make more using a workbench (potatoes + metal or utility metal, i don't remember exactly)
#158
Quote from: Kitsune on October 31, 2014, 09:45:48 AM
Minami-senpai. :D ::)

I'm now downloading and testing it untill it breaks and if i discover bugs i throw cottonballs with the bug-text on minami. ;D

Edit: I thing i already found one?... Just in case*throw a cottonball at minami* :D the errortext is the same for all of the messages. Dont know if its still possible in game i dont tried it yet. ^.^

Not really a bug, but the mod maker of this just missunderstood functions and used the wrong one. Well, that they were saying in the other post.
It's just information, it's fine !
#159
Quote from: Canute on October 30, 2014, 03:41:39 AM
You encounter a rare bug, not enough resources crates spawned with your colonist at the beginning.
At these crates are these beacon's, 3 scrap solar panell and some battery modules. It happen once to me too, that i just got 1 of these crates and couldn't create a trade beacon. But that happen just at 1 of 5 games so far.

It also happened to me, in a similar ratio, when i was trying to find a nice map. I tought i would come other mod, so i didn't report, but hey if someone also have this ...
#160
Quote from: skullywag on October 23, 2014, 03:14:11 AM
The xp gain stuff should be part of the recipe full stop. Xp gain should be on ALL recipes. Its a bug they were missed from the core game....dont just copy and paste people, check  what you are making. A quick look at any other recipe would have shown tis deficiency.

Hope this doesnt come across as rude, just pointing out the games still alpha so there will be mistakes. If you spot something like this when making your mod, report it to Tynan.

As i'v said, if this mod include xp i'm not sure it would be fine with the techtree minami, because he intend to do the same in the last path note.
#161
Bug report for the new version :
Signal beacon => make a trading contract for 12 months
A red "dot" appear; fine

Wait 12 months, the red "dot" become a BIG red "dot" (maybe a radius of 3 square-unit)

Disparear when i make a new contract :)
#162
Quote from: Rikiki on October 22, 2014, 08:30:47 AM
Quite a strange bug, I never got this one...
It is not a memory leak though as it would have been solved by restarting the game.

Do you have the job error message please? I would like to know if this is also present in genuine Deepdriller mod.

Also, is your computer old? I play on a medium laptop (map of 300x300) without too much lags (except in tropical biomes at speed 3, there are too much trees to rock I believe :D).

In my case i have a quite decent computer, so it doesn't come from this side.
I don't have the message, but it didn't show anything but "nul value", and some adresse 0000x0000, something like this. Nothing to point out. So I didn't screen, but i will if it happen again.
I'm actually using the mining mod without problem or any lag.

I got a few lag on my 300*300 map with my 14 colonist only when i close the blast door of my base/ build stuff while it close some path/ raider come in mass, but not that much so ... this bug do an insane lag.
#163
Quote from: evilnine9 on October 21, 2014, 05:29:50 AM
I find that the Mining Co. only causes lag when the deep-driller or mineral sonar is turned on, when off fps is perfectly stable, but I have found that since I started making guns at the Weapon Assembly table, the game stutters every few seconds and more frequently when time is sped up and I've basically abandoned that save because it is pretty much unplayable, which was a pretty big bummer as I was planning on mass producing miniguns to make much silver. I tried removing the weapon assembler and all the guns I'd made but the stutter persisted, and I'm sure that's the last thing I did before it started.

I found a similar issue while crafting. I solved this by :
-Set off all crafting table (suspend)
-Save
-Shutdown the game
-Reload
-See that problem is still here.
-ragequit the game
-come back after a few hours
-problem solved !


I don't even know why it's fixed, but while it happened there was a message saying that they couldn't do a job. And it was spaming like hell (over 50 000 message).
#164
Quote from: DracoGriffin on October 21, 2014, 11:45:06 PM
I'd like to use this mod but... could you combine your other Medical surgery XP gain mod into this one?

If he do this i wouldn't be able to use other mod like the tech tree of minami, i think. He already do that.
#165
About the problem with the raider,

I still can have sometime the event with the two factions fighting in my area, and the normal raid. (year 3+)

BUT, i hardly get any event. Using cassendra challenge, i can count with my finger the number of raid i got if i don't include the event with the factions. and from the very few event i got, i don't remember any direct raid ... from well a lot of time ago.

Edit : i could make another post but im not sure its worth it. I found that reloading the game completly fixe the problem with the event, for a moment. I reload the game about every 30 min of play, and it's look like i got raider as usual, with other events.