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Messages - Encrtia

#31
Help / Research tech help
December 23, 2016, 03:42:10 AM
I'm in a game with far too many unprepared A16 mods that can't utilize the Research Web at all.

Unfortunately, 1-2, or possibly more, are off-screen below. As I'm years into this game, wondering if there's a way I can research them? Through any means necessary...

If it's worth noting, even if I enable Developer Mode, I can't see the box in the Research Web to insta research it - all I can see is the connecting line.

I humbly await someone's gracious aid to my pickle...
#32
Ideas / Re: Your Cheapest Ideas
December 21, 2016, 03:08:01 PM
On World Barber. Someone that can cut hair. I.e. change hair mid-game. Why not?
#33
I don't know... I always found it fishy when my pacifist raged & assaulted his own colonists that are stranded together from a spaceship crash, but wouldn't help fend off against raiders that want to do far worse.
#34
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 17, 2016, 03:02:06 AM
Ah, I see. I figured it was something simple like this. I'm aware of the "Artificial Bones" mod, which I've used in the past with great joy - but as it was not in this mod, I haven't installed it in order to avoid mod instability. (I'm only good at mod tweaking in The Elder Scrolls haha)

Have you tried applying that mod within the Mod Variety pack?
#35
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 16, 2016, 06:44:26 PM
Quote from: IAMEPSIL0N on March 16, 2016, 06:22:09 PM
Quote from: Encrtia on March 16, 2016, 05:41:16 PM
Second, Medicine.
I have colonists with missing noses, lungs, tibias, ARMS even! - you name it. But I have no option (after Medicine III & having built the respective organ + housing Medicine) to "Install Lung" or "Install Nose" or "Install Arm". I can go bionic, but I'm needing organic here.

Could you check which race they are?


Human.



Edit:

Ok. Something weird happened. I don't know when or why, but the Nose + Lung option suddenly appeared. Nothing notable had changed... so I can't "replicate" this... Eitherway, Tibia is still an issue beyond getting a negative from "harvesting" the person's leg to then replace it. (Or so I predict)

Also, the arm is still missing with no "Install" prompt.

Final Edit FYI:

In order to get around, I had to install a Steel Arm + a Peg Leg, to then be able to Install an Arm that was shot off, & replace a broken Tibia.
#36
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 16, 2016, 05:41:16 PM
Got Myself Two Bugs Here.

Will shove it on the Github when able, but wondering if there's either a fix, or a confirmation of these existing elsewhere.

Firstly, Research.
After a couple in-game years, I've researched a lot. When I hit the "Researched" tab in research (to see what I have done), the entire Research tab glitches out proving to be unusable (can't view anything, can't research anything new). The only fix, is restarting the game.

Second, Medicine.
I have colonists with missing noses, lungs, tibias, ARMS even! - you name it. But I have no option (after Medicine III & having built the respective organ + housing Medicine) to "Install Lung" or "Install Nose" or "Install Arm". I can go bionic, but I'm needing organic here.
#37
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 04, 2015, 09:11:26 PM
simon-82, as a total nobody here - just saying great work on the modpack :) I was disappointed that the more I read through this thread, the more it derailed... Either way, the mod is looking great! I hope random turmoil hasn't dissuaded your interest here, unsure if that was the intent behind it in fact!

In regards to seeds, just thought I'd voice (quietly, with no motive beyond conversation) how I personally loathe them (though seem to always play with them). I always found it a real pain to juggle 'em, causing much stress as I simply couldn't rely on them at the start of a game anymore. But then again, let's be honest, if I were to be stranded like the people in Rimworld are, I wouldn't exactly be a master at agriculture (knowing how irrigation & whatnot functions) from the get-go. I would, however, know what to do after killing an animal with my Survival Rifle, Pistol & Knife, albeit crudley ;) Historically, agriculture was a turning point that came after hunting, so I would be mad to rely on grown produce to feed me/us throughout the year... If we got something wrong (like... growing just before winter :o ;D ROFL), we're all dead. at least until my sexy nerdy friend spent some time at the research table to know how we should tackle farming properly ;) But seriously, who grows crops in Autumn anyway?! I at least know that much! Grow 'em fresh in Spring 'n' Summer, then yield that harvest in Autumn at the latest! Can't really blame you for general ignorance though. None of us walk blindly into a road, or release documentation without proof reading it first (well...) - planting crops is no different.

So, as annoying as seeds are, especially at the start, a little bit of forethought goes a long way, applying merely primitive, deductive logic (I do like my realism). Being a non-farmer, however, I would've thought that I could simply take my recently grown apple, dig it in the ground, then grow a new apple tree... so seeds shouldn't exactly be hard to come by (which I find are hard to acquire at the start without purchasing [& I'm slow to set-up trading capabilities as is]). I mean, technically speaking, we don't even need seeds to grow plants as they're filled with meristem cells... All you need is to take a part of the plant (be it stem, root, leaf, whatever) then grow it independently. If we didn't do this, the beauty of Granny Smith would've faded over time as the genetics simply wouldn't have been carried over by the seed. In fact, every single Granny Smith apple is grown from the same tree! No seeds involved!

Anyway - your likes are what make this mod-pack; & your likes are shared by others such as myself who use it. :D A modder either creates a mod requested, or releases what he/she's done for his/her own game, giving the opportunity for others to enjoy it as well (of course open to suggestions, but not to be bullied into changing what he/she doesn't want to change). A few crucial fixes & modifications here 'n' there; your mod pack will grow & flourish – just like nurturing a SEED.

:)
#38
General Discussion / Small Query(ies)
September 30, 2015, 02:49:46 AM
Apologies - not able to find this elsewhere.

What determines the strength of an invasion when playing the "Gradually increasing difficulty A.I." ? Is it how much wealth you have?
What determines wealth- what's in my stockpiles?

Any Parameters that one might stay in to avoid massive invasions?
#39
Unlucky haha - I had mine midgame :) & I had to reload a few times to realize their weakness. . . Consquently, I removed Skynet if I'm honest  :-[
#40
Ideas / Re: Your Cheapest Ideas
September 28, 2015, 09:21:24 PM
Quote from: Alitaria on September 28, 2015, 12:18:31 AM
What about having a "Rotten Only" option for stockpiles and cremation?
I have things set up to butcher and cremate dead raiders but I often see my colonists cremating perfectly good corpses before doing the rotting ones.
Same with animals, if I set up a bill to cremate animal corpses so I can get rid of the skeletons around the map my people go and fry the good animals :/

Rotten Only - Yes. So much Yes.
#41
Quote from: Owlchemist on September 28, 2015, 09:14:18 PM
Quote from: Warhunter on September 28, 2015, 01:44:31 PM
Which mod affects how armor works and mechanoids? (starts confusing mods for other mods)
because for my colony i have a hard time fighting mechanoids with just pistols. i mean the moment i get any of the crash ships its an instant game over because pistols can't hurt mechanoids. like doing 0 dmg. my colony is pretty barebones so idk why im getting mechanoids this early. any chance we can sort of push back when mechanoids start showing up? or atleast tell me how to deal with them (don't even have the tech to set up the default defensive weapon)

Yeah, I don't get it either. Whenever I came across a mechanoid, I'd have to use cheap hit and run tactics for *days* before it would die. And those terminator skynet ones? I've never killed one, despite having all 6 colonists just shooting the crap out of it all day until they were exhausted. I get the impression they're meant to be end-game enemies or something, but, I would always get them at any time, even the start.

I personally killed the Skynet ones with Charged Rifles. They seemed to do a Lot of damage, 3-5 hits for a kill; wheras every other gun I had did 0 - miniguns, snipers, you name it. EMP nades were also incredibly useful.
#42
Hey Latta, just writing to say thanks a lot for this mod :) It's a truly wonderful mod that I've been using for a while now!

*Edit, Heck, tnku for a LOT of your mods. Really great collection that I'm, along with many others, most appreciative of  ;D
#43
Hey EdB, just writing to say thanks a lot for this mod :) It's truly a core mod for my RimWorld experience! Thanks again!
#44
Haplo, just writing to tell you two things.

Firstly, your modification is stupendous - thank you so much for putting together such a wonderful mod. One of my core experiences for RimWorld :)

Secondly, just a thought whilst I'm doing to the rounds on thanking people for their wonderful mods - might I suggest adding a "Thermal Viewing" element to the Tactical Computer? I.e. when pressed, a light overlay of the map shows us the red(hot) to blue(cold) areas of the map without needing to mouse hover everywhere. <- Even without the suggestion, great mod that'll forever be used ;)