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Messages - Endovior

#16
I've encountered an issue with Prepare Carefully in the Ultimate Overhaul modpack; bringing it to your attention as per Ninefinger's advice:

Quote from: Ninefinger on July 23, 2015, 04:20:17 PM
Quote from: tamariel22 on July 23, 2015, 03:58:41 PM
Quote from: Ninefinger on July 23, 2015, 03:36:45 PM
Quote from: tamariel22 on July 23, 2015, 03:20:57 PM
I just updated from scratch, base game to 11d build 877, and latest modpack. started new world, new colony (sigh..) and just happened to notice something - maybe it was there all along but missed it?
My pawns seem to have an extra skill that is out of the window boundary, below "research". there is something there, you can just make out the progress bar if you mouse over it. but what is that skill? no clue  :o
is it present in vanilla game or is it something a mod added?

That is the Fishing skill, but it is not out of and window boundary and is perfectly visible...
Hi Nine
if I select "Never use alternate tab panels" in the interface options of the game, I can see all the skills properly, including the fishing skill.
if I do use the alternal tab panels (which is enabled by default) then the fishing skill is cut off.
I am using my native screen's resolution of 1920x1060 if that has anything to do with it?
thanks!
Ok i see what you are saying now, this will have to be fixed by EDB you will have to post it on the original mod page. Just say that adding new skills get cut off using alternate tab panels. maybe he can add a scroll effect or make the window slightly larger.

I think the issue is that Prepare Carefully isn't currently able to address new skills added by mods, so they may or may not be visible, depending on your resolution/interface settings.

Also, while I'm mentioning things; since randomized starting clothing costs build points, and some mods add really expensive apparel, it's kind of important to curate colonists' random clothing choices... but it's sort of a pain to do so using nothing more than next/previous buttons, especially as the apparel lists grow in length. It'd be really convenient if it were possible to get a submenu for clothing in the same way as you can currently get a submenu for traits. Alternatively (or perhaps in addition), it'd be useful to have a 'strip' button that simply sets all the clothing options to 'none'.
#17
Quote from: caesius on July 22, 2015, 08:25:50 AM
function that makes player can set droids activity area like human pawns is essential i think.
my stupid droids are walk around by self and got killed so easily.

Technically, you can do this, it's just that you need to do it on a per-droid level, which is inconvenient. It'd be nicer if you could set restrictions for droids in the same way that you can for humans.

Also; droids are able to haul meals out of prisoner rooms, which humans normally can't; this is a problem, since it means that Logistics Droids will steal the food delivered to your prisoners, starving them.
#18
Mods / Re: (Mod Request) Mod Updater
July 21, 2015, 01:22:49 PM
What you're asking is beyond the scope of a "mod", and more along the lines of something like "Steam Workshop". Which is a thing that will happen eventually, just not soon.
#19
Mods / Re: Which modpack is better?
July 12, 2015, 03:56:37 AM
"Better" is subjective, of course. Both of the modpacks are more complex than vanilla, certainly, and there is some overlap between them. That said, Hardcore SK is certainly a 'harder' modpack, in that it wants you to put in a lot more effort to get the same results than Ultimate Overhaul does. If you like that kind of thing, and enjoy micromanaging extremely complex production chains, SK may be the modpack for you. If not, UO is probably a better bet.

For instance, in vanilla, you can plop down a wind turbine and start generating power more or less instantly, with your starting ore. In Ultimate Overhaul, you need to research Construction I and Power I, then refine your steel ore into steel bars, and then you can build your wind turbine. IIRC, in Hardcore SK, you need to do even more research, then build sawmill and a steam generator, and feed the steam generator kindling to get the power you need to run a concrete mixer, which you must furthermore feed with sand that you get from grinding down chunks; then you can use that concrete, combined with separately-refined steel bars, to build your wind turbine (I may have missed a step or two, at that!).

For reference, I personally use Ultimate Overhaul; Hardcore SK has a few too many hoops for me to jump through. Also, there are polish issues, re: the English translation of things in SK. Neither of the modpack authors are native English speakers, as I understand it, but UO does a much better job with flavour/instructional text than SK.

(also, this post is probably in the wrong subforum)
#20
Quote from: joshman003 on July 10, 2015, 04:54:36 AM
can any one help me? i want to use the droids bad but i cant task them because the boxes are not there

Heres a Screen shot, Please some one help me ! http://i1060.photobucket.com/albums/t456/Phoenix003god/rimworld%20picNEWQWWWW_zpswp0mnurs.png?t=1436426140

You're using A11b, right? As has been mentioned, Droids haven't been implemented for 11b yet. If you want to play with Droids, you'll need to do so in A11.
#21
A couple of droid-related issues (A11, in the Ultimate Overhaul Modpack). I've had repairs work before, but one of my droids had a finger shot off. It just keeps sitting on the repair station getting 'repaired', but nothing happens. Also, most of the droids can be renamed properly (I prefer to abbreviate, eg: 'Logistics Droid 1' down to 'LD-01'), but the combat droids can't, for some reason.