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Messages - sidfu

#151
Quote from: kenmtraveller on August 04, 2017, 02:47:56 PM
I'm sure you are right.  I was able to reliably win randy extreme in A16, but the combination of all of the AI fixes in A17 , CE, and HCSK has been hard to figure out.   I currently play Rey Rough, btw.
I'm glad to hear that Mechanoids are being rebalanced.  I no longer have significant problems with non-mechanoid raids, but I have difficulty inflicting sufficient damage on mechanoid scythers and stalkers before they kill me.  I can handle lone centipedes by kiting.

I'm thinking that I'm not investing in weapon production early enough.  I think I'm in year 2 and I have yet to build my own rifles.  My current strategy against poison ships (on my second one now) is to partially wall it in at 3 distance, then place 5-7 IEDs in the way out, then trigger it, after placing more IEDs on where I think they would likely assault my base.
That didn't actually kill any mechanoids, so i then called in help from two friendly factions in succession, however the orassans showed up without weapons and the others were medieval.  They did inflict some damage on a scyther.
I'm now debating whether it will be useful to ask for more help -- I do have around 3000 silver -- or not.  Only my survival rifle does significant damage against the mechanoids due to their armor, and the scyther seems to be more accurate , with better damage and longer range.
How would you handle this situation?
Ken

Quote from: sidfu on August 03, 2017, 07:51:51 PM
most of u find it hard as u still stuck in vanilla mindset. the skynet mod and darkness event can be disabled if u dont like that's the reason they separate mod.

darkness is easy event just put a bunch of torches out and easy to bypass.
mechs are in process of being balanced.

@ignzflam  on buildings its call progression. each type is better make more items or different items.

poison ship its possible to move a few catapults in range think range is around 50 for a catapult and range it some. catapults are cheap just time consuming to make.

on the mechs the number they spawn is dependent of wealth also.  we just nerfed their spawn to around 2 year mark or such. balancing any type of pawn is tricky as u easily make them to easy or too hard with just small tweaks. probably what will happen is that they get their natural armor reduced.

dont be afraid to jump on discord and ask about others strategies people do all types of things.

for those that have issues on food jerky is early travel food so u can if u wanted form a trade caravan in first 5 days if u wanted. on food most biomes have lots of harvestable plants. also make enough roasted to last 2 days.

remember alot of the enabled mods can be disabled. all u need to play hcsk is hugslib,core,core sk, allow tool, combat enhanced. i think thats all thats needed others are extra
#152
most of u find it hard as u still stuck in vanilla mindset. the skynet mod and darkness event can be disabled if u dont like that's the reason they separate mod.

darkness is easy event just put a bunch of torches out and easy to bypass.
mechs are in process of being balanced.

@ignzflam  on buildings its call progression. each type is better make more items or different items.
#153
@ken we just recenly added mineifable to objects. if u getting a error about it we need to know which object. the trader bug looks like it happened due to the minefiable spam.
#154
Quote from: entity on July 30, 2017, 07:17:13 AM
Hi, so I've just started the latest and I can't figure out how to use the Dry Rack for jerky because of lack of bill button. Has it been implemented yet?

dry rack is a fermataion building means u need to keep it in a temp range. for the jerky aka dry rack u need to fill it with salted meat.
#155
@EPD-- it was missing its thing catgory. fix pushed should be in in few hours at most.
@ta1980 there no way to have range adust based on map size so u stuck with 1 size fits all maps ranges till tylian fixes the OOM bug permeanty so u can use bigger maps saftely. the glass jar is probaly a leftover from a older version of VG u can ignore it.
@sharajat its a known bug. even thou it says missing u can still research it.
#156
@TA1980 if weapons are altered it is for the balance of the  pack. woldnt make sense haveing a guy with a sniper rilfe out rangeing a rocket turrent.

@rkade8583  u can jump on discord we have a channel to allow streamers to advertise when they stream. only req is that u annonuce first stream in main so we can verfy u stream.

@EPD fixed should be up after a while.
#157
the ones that are deactivated by our modscofing thats provided are extra mods u can use if u want. the only thing with those is the enhanced body needs to be before the expanded diseases. beyond that those can be at end of the load order in any order.

they are mod we use or recommened but dont want to force people to use. dont want fences dont activate the fence mod. dont want more diseases then dont enable
#158
Quote from: Thirite on July 28, 2017, 05:52:23 PM
@sidfu
Right now the only mods I predict that will clash with it are ones that modify pawn drawing in a way that doesn't take children's smaller scale into account. But they should only cause visual oddities, not straight up fail at patching. If you post your full player.log file I might be able to get a better idea where this "Wrong null argument: br" is coming from.

@tyriaelsoban
Haha, oh fug. I completely forgot about rerouting baby mental breaks to "Have a tantrum". I'll add that to my todo list.

found the culprit. its alien framework. i think the thing u did to fix the graphic thing is what caused the harmony patch failure. when u put out the first version with harmory i didnt get that error so had to be a fix u did for the graphic error.
#159
so weird even thou i get that harmony patches fail message it seems to be workingg good. still cant figure out how to breast feed thou.
#160
Outdated / Re: [A17] Lockable Doors
July 27, 2017, 11:35:53 PM
was gonna use this then saw its only for his 2 doors which renders use llimited if u have mod doors
#161
still getting the
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br  that i posted above. do u know any mods that might cause it?
#162
no luck here still getting the fail to apply harmoy patches error.
#163
lets see how this one goes
#164
hug lib error

[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br
  at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Exception in SetupToils (pawn=Nate, job=Lovin A=Thing_Human14904 B=Thing_HideBedDouble518237): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Toil.AddFinishAction (System.Action) <0x0003c>
at RimWorldChildren.Lovin_Override.JobDriver_Lovin_MoveNext_Postfix (Verse.AI.Toil&,RimWorld.JobDriver_Lovin&) <0x00079>
at (wrapper dynamic-method) RimWorld.JobDriver_Lovin/<MakeNewToils>c__Iterator32.MoveNext_Patch1 (object) <0x003fb>
at Verse.AI.JobDriver.SetupToils () <0x000c0>
lastJobGiver=RimWorld.JobGiver_DoLovin, curJob.def=Lovin, curDriver=RimWorld.JobDriver_Lovin
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey27F:<>m__109()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

#165
not sure but think rocket turrents might count as arty and need a spotter to do their best.