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Messages - LittleGreenStone

#196
Quote from: ArmyHeLL07 on May 18, 2015, 08:59:58 AM
Quote from: Adamiks on May 18, 2015, 08:52:21 AM
Quote from: ArmyHeLL07 on May 18, 2015, 08:41:39 AM
QuoteI can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.

i dont know how to open dev mode (i just started 1 or 2 month ago)

Lol (i don't like this word, but i don't know better for describe this :D), how anyone can play 2 month and didn't see a "Developer mode" option? :D When i played for first time, first off i went to options.

lol i know right? everyone goes to the options first but i go to the create new world and new colony option and spend my time at creating characters :P never needed the options anyway maybe gettin the volume down or something but really not needed :D

Okay, for some reason I'm laughing my ass off here... ^^
Anyway...! Open the options menu, enable development mode, make a droid and it should pop up a window with some unintelligible red text. Click on the last one (possibly it'll be the right one), re-size the window so you(and we) can see the whole message, take a screenshot of it and upload it here, so someone might be able to help you.
#197
Quote from: ArmyHeLL07 on May 18, 2015, 08:14:41 AM
Hello. I have a issue with the droid assembly table. When im trying to build it its goin to disappear... Here some pictures

What do you guys think?

I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.
#198
I *might* have found a minor mistake, that is, if it wasn't already corrected:

That body-part is supposed to be an advanced power claw, not arm.



Also, any reason why I had about 10 wooden legs coming down in drop-pods? I lol'd but I'm not sure it was intended, or was it?
#199
*epic beard spotted*
*notices it's not updated*
*cries a lot like a viking, punching bears and stuff*
#200
Quote from: Reaper on May 17, 2015, 07:44:37 PM
Quote from: Xubrim on May 17, 2015, 04:27:55 PM
I think it's set up so you can heal any scars that can not be "repaired" via prosthetics. Makes sense, but would definitely be nice if you could simply fix all scars, assuming you didn't want to go the bionic route.

and what if the guy hates prosthetics? I don't want to amputate a limb to fix a foot. I want to fix the foot like I can the legs with biomass! not bionics! Could I get a explanation as to why I can get a new nose for ugly frank but I can't seem to heal the scar on limpy old bill. I assumed the modder just missed it or there that there is a issue with vanalia

I have no idea what vanalia is, but anyway, Adamiks made superior crafting and EPOE compatible (see EPOE thread, page 26), I've been playing around with that lately, it's pretty damn awesome.
If you want to have a whole lot of variety on how-to-fix-my-colonist (yes, including fixing a foot without prosthetics/bionics, for your prosth...o...phobe[?  the guy hates prosthetics] colonist, and a new nose for ugly frank)
I'd suggest checking it out.
#201
Ideas / Re: New type of attack
May 16, 2015, 11:28:52 AM
Testudo was great, for arrows could hardly penetrate the shield wall. Bows, about the only mobile ranged weapon (catapults/ballistas took time to set up) at the time.
It is not surprising current troops don't march into battle using such tactics.
For one, a lot of firearms can penetrate such shields, for another (see above) any type of explosive device would simply decimate the whole formation.
It's a good idea, having different type of attacks, but this isn't one of them in my opinion.

I'd deal with them with rocket launchers, grenades or those fire...shooting guns, whatever they're called.
They'd be easy prey.
#202
Ideas / Re: Hold Fire, Safe Fire buttons
May 16, 2015, 11:12:14 AM
Quote from: ARiA1089 on May 16, 2015, 10:29:06 AM
Quote from: Kegereneku on May 16, 2015, 10:13:33 AM
It would also avoid a colonist firing his rocket launcher at anything.
true but why does your colonist carry a rocket launcher with him at a ll times though?
its not like hes gonna need it to cook a meal or somet

Not all the time, but if you equip a pawn with it right after the raid warning, maybe you'd keep it until the time is right instead of letting loose of it right at the beginning?

Anyway, I approve, I was just thinking about it yesterday, about "friendly fire". I had 2 melee units behind a 100% cover waiting for the lucky raiders who managed to get past my ranged units; when they do and I order them to attack, however my units equipped with firearms just shoot them all instead, including friendlies. Now microing them "works", but when you have 8+ pawns equipped with pistols, shotguns, rifles and whatever, it gets a little too tricky to manage them all. A more intelligent method of target seeking would be great.

That applies to regular firefights as well, having all colonists shooting at the same enemy is good as long as you're facing tough opponents (centipedes for example), against a horde of 50 cave-dwellers it isn't. It'd be great if at least every 4th pawn would seek another target.

Hold fire +1, safe fire +1, and I suggest "random fire", to avoid having to micro-manage them all the time.
#203
Quote from: Jaredmatt200 on May 15, 2015, 05:00:42 PM
Im surprised many have had the mod work out of most the mods Ive used till the update that I downloaded this mod wont work at all, everytime I try to build any building within this mod it would go under construction then when construction was complete the object would then just disappear and take the materials with it, how would I correct this?

I've had the same issue.
As said, it is a conflict with another mod (combat realism is my main suspect, though I could be wrong).
I have no idea how I fixed it, but it'd help a lot if you posted a screenshot of the error it pops up.
#204
Quote from: IshOfTheWoods on May 14, 2015, 06:53:14 PM
Quote from: LittleGreenStone on May 14, 2015, 04:41:28 AM
Edit: I'll modify it on my own, for if one takes, like, half the time and ingredients to make, but also gives less bonus, then there IS a point worth considering.
I checked out the source. The recipes for espresso and coffee uses the same amount of raw coffee, but making espresso takes longer (600 work vs 400) and produces less (2 cups vs 4). To make up for it, espresso has a stronger effect than normal coffee. I didn't look, but I imagine it's similar with the tobacco products. Now it would be great if only the item descriptions indicated this...

Ah, my mistake then, I apologize. I admit, even though I created some of both (of both coffee and tobacco products) at first, I did not examine them closely, just looked at their description.
#205
Quote from: Headshot on May 14, 2015, 09:31:17 PM
Quote from: LittleGreenStone on May 14, 2015, 05:12:33 PM
I am sort of disappointed, no offense.
Long story short, I suggest you give unique weapon sounds to the weapons (look at Rim Effect mod for an example),
and also... Give us the heavy bolter! Make it yesterday! ^^

I've not had time to work on this in ages, sorry guys. The heavy bolter is in the works, should be done over the weekend. I do intend to have custom sounds. Sound is half the immersion of any media, and RimWorld is definitely no exception. I don't know how to do custom sounds, but I have come across tutorials and will figure it out when I get the chance.

Sounds great! By "custom" I mean "not stock/vanilla" sounds. Ripping out the sound effects from Warhammer games and using those (the reason I mentioned the mod "Rim Effect" [Mass Effect]) is what I meant.

No problem, it was my fault for building up unreasonable expectations after reading some stuff you've wrote. ^^
Thanks for the good work, I'm definitely looking forward to it.
#206
I am sort of disappointed, no offense.
Long story short, I suggest you give unique weapon sounds to the weapons (look at Rim Effect mod for an example),
and also... Give us the heavy bolter! Make it yesterday! ^^
#207
Quote from: LanMc on May 14, 2015, 11:55:20 AM
Quote from: Ninefinger on May 14, 2015, 11:38:59 AM
what research needs to be finished for her to be fully programmed?

When researching MAI's you have to literally research every job you want MAI's to do.  So if I want mine to be able to craft and cook, then I have to research both of them before I build her.  If I want her to be able to do everything - short of caring/social then I have to research everything before I build her.

It's a lot of research - but IMO it is well worth the effort!  I can't live without my Pookie (Name I give my MAI.)

Hope this helps!
Lan

Pretty much that. As I said, it's an expensive, full-fledged (superior, even) colonist which takes quite some time and effort to build. One by one, each and every skill (i.e. growing) must be researched if you want a "super-colonist", because once you build it, further research will not magically bestow pawns the newly researched skills.
It's your choice Nine, will you?
#208
Quote from: Ninefinger on May 14, 2015, 10:51:35 AM
I was wondering about the MAI, can you build multiple MAI's or just the one, i was thinking about replacing the droids mod from MD2 with this mod however i am uncertain weather or not it will serve basically all the same purposes. Since it feels a little redundant to use both MD2 Droids and MAI together but maybe im wrong...?

MD2 gives relatively cheap, single purpose droids, different than the fully functional MAI. I think you could certainly make use of both, it's only the matter of balancing them out. ^^

E.: Dayum, I almost forgot. YEAH! MAI'S BACK! Awesome! Thank you!
#209
Quote from: Adamiks on May 14, 2015, 07:13:37 AM
Quote from: LittleGreenStone on May 14, 2015, 04:33:49 AM
You don't. Mipen have not implemented repair yet. As far as I know, he's working on it/planning on working on it. As of yet, they'll heal slowly, unless they are damaged badly. Then you'll have a cripplebot to send to explode in front of your enemies. ^^

Better just heal them by the developer mode ^^

That'd be cheating!

                                                                                                 ...how? ^^
#210
Quote from: IshOfTheWoods on May 13, 2015, 08:48:19 PM
Thanks for the mod! But I second the spelling fixes. Also, it would be great to see tea added in!

QuoteAlso, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?

Just for the sake of variety...? I personally like it, but I could understand wanting a more streamlined version. Vodka, whiskey, sake, etc. are all functionally identical to beer, though I suppose those are at least made from different ingredients.

Kind of, but as you said, "at least made from different ingredients". There's a little variety. But if you could brew some cheap canned beer or quality beer (one giving less, the other more mood boost), would you ever consider "wasting" your hops to brew the cheep one?
That's why I don't get it. It's fun I guess, but useless.

Edit: I'll modify it on my own, for if one takes, like, half the time and ingredients to make, but also gives less bonus, then there IS a point worth considering.