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Messages - jackarbiter

#61
Quote from: eragon333 on May 01, 2016, 03:26:04 PM
How can I force my colonists to equip ammo? I tried making loadout in Assign tab but they won't equip on thier own. Also When I click on arrow for example nothing happening. Thank you for any help.

1) Check load order: ccl should say 2, ccl vanilla should say 3, cr should say 4 or more.

2) Make sure to restart the game after opening the mod menu, or bad things will happen.

3) Start new world and new colony.

4) Find error log and post it as attachment. Instructions are in this thread. Read through it first for errors like "ccl must be loaded 2nd right after core" and etc.
#62
Quote from: Galvenox on May 01, 2016, 12:58:33 PM
Quote from: NoImageAvailable on May 01, 2016, 12:47:29 PM
Anyone who is having issues with the mod not loading, please follow the standard procedure on error reporting. In particular I need you to append your output_log.txt or else I won't be able to tell what's going on. Also note that I need the actual .txt file, simply making a screenshot of the error log is usually not enough.

here's my output_log.txt file. what happens is, I don't have reload and choose ammo options, and everyone besides my colonists has loadout generator stuff in their inventory.

As it states in your error log, you dont have ccl 2nd in order, you have it 3rd. Perhaps you loaded ccl vanilla tweaks first on accident?
#63
Quote from: SteelRev on April 30, 2016, 11:31:32 PM
Can someone explain why CR and the recycle mod don't work together?

Did you restart the game after you closed the mod activation menu? Failure to do so will lead to errors with CR.
#64
Quote from: NoImageAvailable on April 30, 2016, 04:18:12 PM
Manned turrets like the ones in the CR Defence Pack work much more like regular weapons

Will I need to do anything special to manned turrets to get them to work? Or is CompProperties_Mannable enough to handle it? I'm patching my upcoming mod for CR, and I'll model the manned turrets after AI turrets once you've updated, so if there are any instructions farther than modeling after the AI turret and adding CompProperties_Mannable and an interaction spot I'd be glad to have them when you get around to it.

p.s. you asked me to remind you: if you have the worksheet for weapon properties I'd love to see it. Sorry to keep bugging you, I'm happy to wait til whenever you can get to it.
#65
Quote from: NoImageAvailable on April 27, 2016, 06:36:05 AM
Quote from: AllenWL on April 27, 2016, 06:20:38 AM
So a raider killed the boomalope, and apparently, boomalope explosions don't light fires either...

They don't light fires in vanilla either.

They light fires in vanilla, but I would prefer they didn't, especially if we are gonna be milking them. Chain reaction boomalopes made me consider modding them out.

BTW, do you have a copy of your list of weapon stats? Gotta mod a few older weapons in and would like to make them compatible.

Quote from: Krutchen on April 27, 2016, 07:06:55 AM
Can somebody throw me a link to the Combat Realism defense download?
I know that's not ready for full on use in A13 yet, but I've got a serious itch for embrasures + barbed wire + tons of landmines, and i'm down to make all the defs A13 compatable myself, but in my infinite wisdom, I deleted my CR Defense folder.

https://github.com/NoImageAvailable/CombatRealism/releases/tag/v1.5.0
#66
The loadouts keep it from being too much micro for me. I think a few tweaks here or there would resolve most issues for people, like a modded "no gun, low food" type alert about low .303 ammo (since there are so many types now). But I'm liking this better than the infinite ammo version, and I think when it's balanced right a lot of people will come around to the ammo side of things.

As for making ammo, you tend to make stacks of 500 pretty fast.

I think something was wrong with your game nuschler; in mine I could make ammo and my handgun pawns were deadly accurate up close.
#67
Quote from: NoImageAvailable on April 26, 2016, 06:34:33 PM
New update is up

Great work :)

Quote from: dareddevil7 on April 26, 2016, 06:43:01 PMThe backpack and maybe the tactical vest appear weird when a pawn is laying down

It's a known issue mentioned in the 1.6.0 release notes (at least I assume that's what "Tactical vest and backpack occasionally exhibit z-fighting" means). It's one of those hilarious bugs that had me trying to pick up a vest off a bed for 5 minutes (I'd stripped some stuff off a prisoner and later when the bed was for a normal colonist with a vest I kept thinking it was there).
#68
If I were to throw colony manager 13.0.3 into the folder instead of... 13.0.2 I guess, would it screw things up due to not being integrated with the rest?
#69
Quote from: nuschler22 on April 26, 2016, 02:25:46 PM
Thanks.  Does it require a special research?  I have a machinist bench and don't see any bill that allows ammo crafting.

Nope, if you have a (machining table, I called it the wrong thing earlier) it'll make all the stuff, ammo and guns, unless something has gone wrong.
#70
Quote from: nuschler22 on April 26, 2016, 02:17:32 PM
How do you craft ammo?

Machinist bench, same as crafting guns. Except arrows, those you craft wherever you craft bows.

Quote from: Cowan108 on April 26, 2016, 01:50:57 PM
It seems that something with the loadouts is causing the corrupted save issue. Spent my entire day playing.. and now it's gone. lol Oh well, gotta get the bugs somehow. Anyway, I attached my output_log.txt for you to take a look at.

Hopefully this will be fixed soon. Quote from noimage from a few pages back:

QuoteReleased first batch of bug fixes. A good number of issues should be fixed now. Second batch should be up later today or early tomorrow, including a fix for the savegame corruption some people have experienced.
#71
Quote from: carpediembr on April 26, 2016, 01:09:00 PM
Question: Is ALL turrets disabled on this alpha release? (Cant seem to find the regular vanilla turret)
The vanilla turret is disabled at the moment.
Quote
Feedback: (I think I read before, but...)  Requirements for ammo/weapons crafting is pretty low. Dont know what is the roadmap, but I'd suggest adding new ores, such as potassium and sulfur so we could craft gunpowder in order to make ammo.
Quote from NoImage:

QuoteThe recipes were calculated under the assumption that 1 steel = 1 kg with 50% waste on top. The reason it seems wacky compared to guns is because they are wacky in the base game. Compare a steel wall (costs 5 steel) to an armor vest (120 steel) and you'll realize you're wearing enough material to make a small building.

Right now I set the steel requirements for ammo pretty low because I wasn't sure how much ammo you actually go through in your average firefight. This should be easier to track now and playtesting will show how much ammo cost is reasonable.

I've wondered if we couldn't have sulfur in the game. My personal opinion is that it starts to get too complicated when you start adding more ores and such. I wouldn't mind having to use some of the exploding flower stuff to make ammo, but the temperature range thing would make it hard to make any ammo in some climates without also having the solar flare shield mod. As a compromise I suppose you could spin "compacted components" as having tiny bits of crushed batteries or summat, and put them in recipe lists for ammo, but that's sortof hacky I guess.

Sorry to keep showing up in this thread, just figured since I'm keeping up with stuff I can maybe help reduce the tech support load during these initial stages.
#72
Quote from: st james jack john on April 26, 2016, 12:46:23 PM
Still cant load the mod. Tried everything. Here's the log.

May not be the reason, but it says in your log: Community Core Library, Version=0.13.0.0

The latest version is 0.13.1, but I'm not familiar enough with this to say how it'd show up in the log.
#73
Quote from: 25wes25 on April 26, 2016, 12:24:51 PM
Huh, I thought the list was like Bethesda's use of ESM's and ESP's which over write
It's like using mod organizer (where you define orders of textures/esps) rather than like installing mods manually. In rimworld, tick them in order in the mods menu in the main menu of the game, they'll number themselves in the order that you tick them. Make sure to restart the game after opening the mods menu.

(Or use EDB Mod Order)

\/ Yeah, I get what you mean, just being a busybody. I'd post this as a reply but I don't want to spam noimage's thread. \/
#74
Quote from: NoImageAvailable on April 26, 2016, 12:14:49 PMyou are loading both regular Rimfire and the CR version when you should only load one

Added a post to the rimfire thread in hopes of making this clear, I'd assumed it would be loaded like a patch as well.
#75
Quote from: Alistaire on April 25, 2016, 05:29:11 PM
That being said, I have uploaded the patch to Dropbox for the early CR users:

FYI for people who download this, as NoImageAvailable notes in his thread, this is a full version of Rimfire modded for CR, and you should NOT use both vanilla rimfire and this version.