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Messages - M00nStalker

#16
Releases / Re: [A17] SimpleSidearms
May 26, 2017, 03:20:33 PM
Quote from: Razzoriel on May 26, 2017, 03:13:01 PM
Quote from: M00nStalker on May 26, 2017, 03:07:00 PM
Quote from: Razzoriel on May 26, 2017, 02:50:29 PM
Quote from: M00nStalker on May 26, 2017, 01:28:27 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Quote from: PeteTimesSix on May 17, 2017, 01:22:40 AM
Quote from: Viritos on May 16, 2017, 11:00:57 PM
Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
To an extent. However even in vanilla it makes sense to go up and finish a downed animal than standing at a distance and fire at it, its usually faster and less risk of shooting a fellow colonist or another animal.

It does not make sense, because it accounts one single occasion of which you would do it; you are out in the wilds hunting.

What if you're attacked by manhunting packs? Your shooters will switch to their melee weapons to finish the downed animals they shot? What if you finish the animal and in this last hit, the rest of the pack decides to attack the shooter? What if by switching the weapons, you instead walk into a forbidden area, like someplace without a roof during a toxic fallout?

I like the background of the idea, because it makes sense, but it ignores so many variables that i'd be happy if it simply could be a manual thing; switch weapons, walk to downed animal, deliver the killing blow and save the ammunition.
You bring up good points. Especially the part about your colonist being closer to the herd if something happens. The manhunter argument and the toxic fallout one wouldn't be a problem, or rather nothing would change. In the manhunter scenario you would draft the colonists, so regular mod rules would apply. In the toxic fallout case your colonist would be exposed when your colonist goes out to get the carcass.

As a toggleable feature I don't see much problem with it, although it might be outside the scope of the mod.
#17
Releases / Re: [A17] SimpleSidearms
May 26, 2017, 03:07:00 PM
Quote from: Razzoriel on May 26, 2017, 02:50:29 PM
Quote from: M00nStalker on May 26, 2017, 01:28:27 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Quote from: PeteTimesSix on May 17, 2017, 01:22:40 AM
Quote from: Viritos on May 16, 2017, 11:00:57 PM
Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.

Your premise takes into account limited ammunition, of which Rimworld has no mechanic. Obviously, mods that do should appreciate this feature.
To an extent. However even in vanilla it makes sense to go up and finish a downed animal than standing at a distance and fire at it, its usually faster and less risk of shooting a fellow colonist or another animal.
#18
Releases / Re: [A17] SimpleSidearms
May 26, 2017, 01:28:27 PM
Awesome mod! Just what's needed for my survival rifle-toting colonists. Especially once there's a few more weapons added by mods.

Quote from: PeteTimesSix on May 17, 2017, 01:22:40 AM
Quote from: Viritos on May 16, 2017, 11:00:57 PM
Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)
Barbaric possibly, but would it be possible to implement such a feature? I realize it might be outside the scope of the mod, but we could benefit greatly from this. Especially when playing with mods that adds limited ammo, it makes no sense for a hunter in a survival scenario to waste several bullets to kill a downed squirrel or deer. One might argue that it is safer to do so, but then again we could micromanage our hunters to switch to a sword/axe/club/knife with no drawbacks (downed animals doesn't fight back, unlike in real life).

Once again, great job. This will be an obvious mod for my future playthroughs.
#19
I'm going to hell...

I needed compost for tilled/rich soil and my future hydroponics. The catch was that my map didn't have too much nitre and I didn't want to waste a mining rig to pull that up and then have a colonist make compost. I started hunting small animals but even that wasn't enough. However it turns out a small chicken gives as much compost as a large muffalo.  So I came up with another idea. I purchased a few hens and a rooster from a passing trader and started breeding chickens like crazy. After getting up 15 hens as breeding stock I used the fantastic manager mod to automatically assign every juvenile chicken to a new area. An area that's filled with compost bins, a steam geyser and an industrial heater, temperature 90 C. Naturally the chickens that's in this area suffer heatstroke, quite quickly. As they're already on the compost bins I don't even need to have a colonist haul the bodies.

The result is a close to unlimited supply of compost for no cost (the breeding stock are free range) and very minimal effort.

I do not condone cooking chickens alive.
#20
Quote from: joeloverbeck on February 08, 2017, 07:36:11 AM
I installed an oil extractor after drilling into the deposit, and tried it for a while, getting around 200 of crude oil out before I turned it off. I had to set up the whole chemical industry. I got tangled with other stuff, as it often happens in this game, and by the time I was building the refinery, a message told that the oil deposit was depleted. As mentioned, I only used it for a while, but I assume that the internal code mistakenly took it as operating constantly. I'm guessing this is a mistake. Is there a way of making the deposit operable again manipulating the save file?
It seems that once drilled an oil well runs out (in something like 60 days), no matter if you pump up oil or not.

It is however easily fixable, no need to manipulate the save file. Simply turn on dev mode, look for "Tool: Try place near thing" and do a search for "fissure". Click the button that lights up and click the ground. Either directly under the oil well where the previous fissure was or somewhere else and build a new one.
#21
Quote from: Oragepoilu on February 07, 2017, 10:34:49 AM
Quote from: M00nStalker on February 07, 2017, 09:43:18 AM
Quote from: Oragepoilu on February 07, 2017, 08:59:03 AM
@moon

If I have to guess, you are using more mod than this modpack. Can you please tell us if that's the case ? (and check before answer this)
Yes I do. However I seem to remember having this option when I didn't, but apparently not. I apologize for this, I actually just assumed it was part of the base game/mod pack since it was so obvious. It really should be.

Actually i am more looking to know what mod you added to have it, since it looks like it works for you it should for us too and could be a decent addition. I know some way to solve this problem, but I when I gave a try it messed up my save.
Well the mods I use in addition to the modpack are these:
Qualitybuilder (should definitely be added anywa imho).
Outfitter (prime suspect, since it deals with apparel).
Stack XXL
Dub's Rimkit, Skylight, bad hygiene.
Psychology
Stack merger
Look at me, I'm the worker now.
A world without hat(s)
#22
Quote from: Oragepoilu on February 07, 2017, 08:59:03 AM
@moon

If I have to guess, you are using more mod than this modpack. Can you please tell us if that's the case ? (and check before answer this)
Yes I do. However I seem to remember having this option when I didn't, but apparently not. I apologize for this, I actually just assumed it was part of the base game/mod pack since it was so obvious. It really should be.
#23
Quote from: Rorgan on February 06, 2017, 01:07:34 PM
Quote from: M00nStalker on February 06, 2017, 04:10:44 AM
Quote from: Rorgan on February 05, 2017, 05:15:31 PM
Please, anyone knows a solution how to turn off the "dead apparel" penalty?
Its really killing the game for me since my pawns trying to equip all the dead raiders apparel after every raid and i failed to find a way to stop them, so i always end up more than -5 modifier on everyone's mood.
You can use the "assign" menu to disallow the wearing of dead man's clothes.

I can't find any option to do that in the assign menu / outfits, there's only one filter and that's for "Allow non-deadman's apparel".
If i understand that right, that's allow your pawns to wear apparel of non-dead, so that's means normal crafted / traded apparel.
Very confusing i have to say!  :o


UPDATE
Ok, after some testing its seems like the "Allow non-deadman's apparel" filter actually prevent your pawns to wear apparel of dead people.
Thanks for the help!

UPDATE 2

Well..... i tested it a bit more and its definitely do what i first thought, its allow your pawns to wear non-dead's apparel, which means if you turn it off, they drop everything they had and starting to look for all the apparel of dead people LOL!

Maybe its some kind of bug?
There's definitely something wrong. At the top of the assign menu interface I have two primary filters, "Allow non-deadman's apparel" and "allow deadman's apparel". Unticking the latter would prevent pawns from wearing apparel with the "D" tag.
#24
Quote from: Rorgan on February 05, 2017, 05:15:31 PM
Please, anyone knows a solution how to turn off the "dead apparel" penalty?
Its really killing the game for me since my pawns trying to equip all the dead raiders apparel after every raid and i failed to find a way to stop them, so i always end up more than -5 modifier on everyone's mood.
You can use the "assign" menu to disallow the wearing of dead man's clothes.
#25
Great to see that this modpack is back for A16!

Just a few questions:

1. I like the new system of sorting similar buildings under the same button. However I seem to have a bit of a problem with it. For example, if I want to build a simple grill I can't find any way of seeing the resources needed for it. If I hover over it all I see is the building materials needed for the milling stone (which is at the bottom). Am I doing something wrong?
2. Are wood plank walls removed? I can't seem to find them.
#26
Quote from: Owlchemist on July 21, 2016, 09:25:49 PM
Quote from: Great on July 21, 2016, 02:17:04 PM
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.

and what anyone know what is the best way to train crafting?And how do you use the mending workbench?

Yeah, one time I deconstructed all the benches in a workshop, rearranged it...then I was unhappy with what I came up with it. Said screw it and enabled god mode to reposition it a second time for free :P

I don't think they can be moved like furniture because there's a fundamental difference between furniture and workbenches (which iirc the game calls them "buildings").
Here's a mod that does just that:
https://ludeon.com/forums/index.php?topic=20619.0
#27
This is something I've missed in Rimworld, we basically have to have a freezer to avoid cooking (making) food pretty every day year-round. This is not how things worked before refrigeration, fresh foodstuff was salted, sugared, dried, smoked, pickled, lyed, jugged (different from canned), brined, fermented, jellied and later canned and pasteurized. None of this is reflected in Rimworld and I've always found it strange, food preservation is one of the basics of survival and Rimworld would be well suited by just adding a few of those methods (drying, salting, smoking) to make things more interesting and realistic. Something like that could make the seasonal changes more pronounced as well, in the old days winter was not the time you gathered food, generally. You ate the food you stockpiled during the rest of the year.

Good job, I will be watching this mod. If you want any technical information say the word, it's an area of interest for me.
#28
First of all, awesome modpack! Been getting back to Rimworld again and this was the obvious choice for mods.

Today I checked out the latest version (Github one) and after a while I noticed that there's a huge threat to my colonists survival. It's not wargs, raptors or raids. It's mosquitoes, fleas and flies. One bite seem to be enough to make it necessary to amputate a body part (early game where advanced medicine is not available) and they are practically impossible to get before they get you.

Now, I get that disease is a huge problem in situations like the ones depicted in Rimworld but they just doesn't make sense the way they are now.

I hope that this is not the way it's supposed to be and if it is I sure hope it can be disabled somehow. I love hard features in games, but this is just frustrating.

Other than that, great job!