Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - AllenWL

#166
Huh? Last I checked, both boomalope and boomrat explosions lighted fires in vanilla...
#167
Quote from: firescythe on April 27, 2016, 05:47:24 AM
Just as sidemark, there actually is modern time food based on raw meat, e.g.: https://en.wikipedia.org/wiki/Carpaccio
There are quite a few modern time foods that have raw meat, and I've eaten a few myself, but all of them used very specific parts of the meat, used very fresh meat, and most had some sort of seasoning.

Eating indiscriminately straight from a corpse cannot be good for you, especially if the corpse has been lying out in the open for a day.
#168
So a raider killed the boomalope, and apparently, boomalope explosions don't light fires either...
#169
Quote from: Rock5 on April 26, 2016, 10:20:00 AM
I'm tempted to try this mod on my next game but I wouldn't play with rain disabled.

I realize you probably do it to make it harder but it's not realistic. I would expect to have to make the decision on whether to fight the fire or not. Is it a rain forest? Should I pray for rain and save my supplies first? If it's an arid biome maybe I should put the fire out first? If I wait for rain and it doesn't come, when should I give up waiting and try to fight the fire? Or if I go to fight the fire and then it starts to rain then I wasted my time and could have been collecting supplies.

If you know it's not going to rain then you can plan ahead accordingly. That's seems wrong to me.

Just an observation.
But then again, when the game detects a large fire, it automatically starts a rain/snow and puts it out(because otherwise, it'd cause lag and possibly burn down everything on the map), so even if 'no rain' is disabled, you still can plan ahead accordingly because you know it'll rain when the fire gets big enough.

Just wondering, but is this compatible with combat realism?
#170
I think the boomalopes really need to be looked at. Traders arrived with some boomalopes, and the boomalopes aren't moving. They just sit there at the edge of the map. They don't cause lag anymore, but they still don't seem to move.

Edit: Anyone know when pawns go fill up their 'loadout' bar? I currently have them on a loadout of
Knife
Arrow 30
We don't have knives, but we do have arrows. However, the pawns aren't picking up arrows.

Edit: My bad, didn't assign the loadout to the pawns. Woops
#171
Quote from: absolutist on April 27, 2016, 12:28:40 AM
is the loadout section supposed to be a tab at the bottom? If so, I appear to be missing it somehow
It's on the same tab as outfits
#172
Oh also, looks like you don't have the rimfire patch for combat realism either.

You can find it here:
https://ludeon.com/forums/index.php?topic=9536.195

It should say something like 'Rimfire 2.0 for combat realism 1.6.0' or something like that instead of just 'Rimfire 2.0'
#173
Since combat realism changes combat a lot, pretty sure all gun mods need a CR patch to work with combat realism. Not sure if High Caliber has one.

Also, I'm about 99.5% sure those loadout generators are a thing from Combat Realism, so you might want to ask there too.
#174
Wow looks like every issue I had is now gone. Nice.
Oh, and this could just be me, but I can't seem to find high-caliber sabot, HE, or incendiary bullets? In fact, the only bullets(as in not fuel cells, charged ammo, etc) I found where all just FMJ, AP, and HP.
#175
Mods / Re: Stun weapons or turret?
April 26, 2016, 09:08:41 AM
The new combat realism adds stun grenades along with a beanbag ammo for shotguns.
However, it also has tons of other stuff too, so...
#176
I was fooling around with dev mode, found some thing that probably shouldn't act like how they where acting.
Some issues I found are:

Tamed boomalopes freeze, then cause lots of lag. Tamed with the dev console thing, if that makes any difference.
Mortars fire a singe round, then don't fire again. Just placed a mortar with god mode, spawned in a shell with dev controls, spawned a pawn(who is not incapable of shooting), got anther pawn(who is also not incapable of shooting), gave one pawn a bionocular and had them 'spot' a random wall in the distance, and had the other pawn fire the mortar. Fired one shot, then stat their doing nothing. The mortar did not have 'X seconds till able to fire again' thing when clicked. Same thing happened with all three mortar(EMP, incendiary, normal) types.
The 30x64mm foam fuel cell does cannot be loaded into the incendiary launcher despite it using 30x64mm fuel cells as ammo. The other two types load in fine.
The incendiary launcher does not start fires. Neither did the incendiary  mortar. Did not test inferno cannon. Motolov starts fires just fine.

Output log:
https://www.dropbox.com/s/1o7owdursobdlaa/output_log.txt?dl=0

Mod order:
    <li>Core</li>
    <li>Community Core Library</li>
    <li>CombatRealism-1.6.0</li>
    <li>Rimsenal_hair</li>
    <li>Stonecutting Tweak</li>
    <li>Xerigium</li>

Edit:
Also, some gameplay things.

Birdshot pallets are more effective than EMP slugs against personal shields with a quality of around normal lower, as they have enough pallets to completely destroy the shield and damage the wearer, as opposed to just getting rid of the shield, like the EMP, and misses less. With a quality higher than normal, EMP is better, as from then on, it takes two shots from the birdshot to take out the shield.

When changing ammo or otherwise commanding a pawn when it's reloading, it's hard to tell if the pawn is standing still because it's reloading, or if it's reload command got canceled, and it's kinda iffy to wait and see in the middle of a fight. Having a little progress bar for reloading would be great.

A minigun is an absolute ammo hog and really bulky and heavy. A pawn with a backpack and tactical vest can only carry enough ammo for about 3 burst(300 bullets per burst, 600 bullets in the gun, another 300-something bullets carried in the inventory). Also, I might be mistaken, but it looks like a minigun only has the 'auto' and 'single shot' modes, which is weird because you'd expect it to just be 'auto' or 'auto' and 'burst', not 'auto' and 'single shot'. I mean, who would fire bullets one at a time from a minigun?

It looks like damage is now decided by bullet, not gun, so different guns that use the same bullet deals the same amount of damage. (ex: pistol and PDW(I think?) both use a bullet called .45 Para or something, and deal exactly the same amount of damage)

EMP grenades changed from nearly useless to really, really powerful.
It takes down a unarmored pawn in about 1, 2 hits, and has quite a large radius. Also deals surprising amount of damage. I've seen it blow a pawn's head clean off.

Finally, not sure if this is a bug, but stacked pila don't get more bulky, and don't seem to be more heavy, than a single pila(a single pila has the same bulk as a stack of 75 pila).
Gave a pawn a stack of 75 pila, and he got a total bulk of 6. Bulk rose to 12 once he got a pila in his hands.

Edit: Oh, also, there seems to be ammo for weapons that don't exist in vanilla(Ex: RPG ammo). What are these for?
#177
Quote from: jackarbiter on April 26, 2016, 01:58:15 AM
Quote from: AllenWL on April 26, 2016, 01:44:43 AM
Edit: Er... I put the file you game me in the mod folder because it looked like it goes there, and how I can make the arrows... but the inventory system for some reason is totally gone, and remove the arrow crafting didn't help...

Quitting and loading the game (without changing the file structure or adding mods) did the same thing to me. Sometimes I could get in and it would work for just one save I had, sometimes even that save wouldn't work. My advice is once you get it to work, never close your game ever again.

I think I'll just grab some wood, draft a pawn in front of it for a few (in-game) hours, then get rid of the wood and spawn in some arrows using the dev tools or something.
#178
Quote from: jackarbiter on April 26, 2016, 01:31:19 AM
Arrow and great arrow recipes attached. I'm getting the not being able to equip ammo bug off and on and couldn't equip them and some other ammo, but I confirmed that this'll make them at a crafting spot. Not compatible with other mods that change crafting spot as I just added the recipes directly to it. These use the ammo def recipe base from CR so for all I know it'll add the recipes to the machining table as well.
Oh nice, thanks, that'll help.
Trying to hunt with pila isn't fun. They're waay too bulky.

Edit: Er... I put the file you game me in the mod folder because it looked like it goes there, and how I can make the arrows... but the inventory system for some reason is totally gone, and remove the arrow crafting didn't help...
#179
It looks like the recipe for making arrows do not exsist. Looked at the mod's xml files to be sure, and can't find them.

Kinda sucks, because I rushed the research for smithing like, way faster than I would normally for ammo(Like I said, I've literally only started out with 17 bullets), but looks like I need to rush the mechanic bench next.

Edit: say, does anybody here know how to make a quick xml file that adds a recipe for making arrows?
#180
Found what appears to be a minor bug.
A colonist of mine picked up some berries to train the dog.... and the berries disappeared.
He just picked up the berries, but they're not in his inventory, and when I try to force training the dog, it says 'no usable food'

Edit: Also, not sure if this is intended, but when my pawns landed, they didn't come with a single extra bullet. Currently, I just have 10 survival rifle bullets and 7 pistol bullets that where in the gun, and that's it.

Edit2:
I think I found out what's causing the berries picked up by the colonist to disappear(and scratch what I said before. This is *not* minor. Lost practically every singe bit of food we had within the day......)
See, the colonist is carrying a meal, a vanilla feature. This has a bulk of 4. Coupled with the survival rifle's bulk, the colonist's carry capacity is maxed out, and he can't carry anything else. However, the game doesn't realize this, and has the colonist pick up the food to train the dog.
Because he has no space left, he can't actually pick it up, so when he tries to, the item(in this case, food) disappears.
Since he still doesn't have anything on him to train the animal, the game keeps on making him pick things up.... causing him to more or less 'erase' every bit of trainable food in the entire colony.

Which makes me wonder how traders with fare with the 'bulk' limit.... pretty sure they carry more things than a average colonist...