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Messages - MightyGooga

#61
Master Modders of the Universe.

I havent forgotten this. From time to time I will encourage you to make this a mod. Not becouse Im winny... NO!It is  Becouse I believe in this system.

We are seeing the number of apparel mods grow every day. @Shinzy just updated the Apparelo 2. Alien races, new animals, new equipment new everything.

This would be a great mod, to play with your pawns indiviadually, spending time arming them, customizing possible outfits for every situation according to their wardrobe.

The modifications we have now, no offense, do the job but they dont actually make it fun for dressing the pawns. Imagine the possibilities...

I believe that this would be a @Fluffys mod, his mods do a tremendous help and add a lot of fun to the game. But I wish at least we could see a prototype and see what people think.
#62
Sorry for noobism. But what is PC?

Also, I think the vanilla game really needs improvment on how to handle other texture packs.

And, I just think rimsenal is too cool to be left out of this awsome pack. Awsomeness should stick toghether...

Finally, am I the only one playing this pack like there is no tomorrow?
#63
Ok, new to this thread.

So where are we standing on a compatibility with Combat Extended mod? I know currently it isnt compatible. So it didnt make the SK HARCORE mod. This mod is so awsome that I think it should be in there dont you all?
#64
Hey peeps,

Im having this probloem with A17. Sometimes when I tell a character to reload, it wont reload the full cap of weapon. This happened with bows, and rifles. I checked and they are all carrying ammo. Is this a thing? Other times they reload fine.

EDIT:

Nevermind, the pawn was trying to load the 2 metal arrows, and it suppose to reload with the stone ones I assigned. Which is weird, becouse why he kept the metal arrows it it wasnt assigned? Well...

Can I ask something: Where do we stand on adding rimsenal mod to this pack?
#65
Im Sorry @Hargut,

But i dont think thats the problem. I just updated the modpack, and Im getting the same problem as @Lonfield. The walls are not getting the nice textures from A16. I checked the Texture Folder, and the sprites are there. Something is not loading them right in the A17 version.

I tested your proposal and it didnt work.
#66
Quote from: ZuperZam on June 19, 2017, 09:53:52 AM
Is there any way to disable the Animal Hunting "event"? It happens waay too frequently early game, 3-4 times a day, and I like to start off with nothing, so I usually just get wiped within a day or two. Any help is much appreciated!

Ha! I can help with that. Go to rimworld mods folder. Open skcore folder. Go to defs folder. Then find incidents folder. Open it up. There you will find configs for all incidents.
#67
Hi, started a new game. Now in A17. The first thing I noticed is that the walls dont have the nice textures from A16. Is that correct? Or did I do something wrong?

Thanks

Edit:

I also noticed that for now, colonists wont change equipment as needed. For example, if they equip a hammer, they wont exchange for a handaxe (Both are in the colonist inventory), when they are doing a cut plant job. It seems to me that, they dont have to equip the item to get the work bonuses anymore. But that is just a guess. If someone can confirm it please do.

Where can we get a concenient list of mods that are operating in the game? I think the initial post lists are outdated. There are so many mods, from previous versions, that I cant tell if they are still in the game.
#68
Canute, thanks for explaning that to me.

Im getting myself a different bug right now. When I form a Caravan, right after the guy leaves (Caravan was 1 colonist and 2 horses) all the UI in the game breaks. I still see my colony running for a while but cant click in anything.
#69
Quote from: sidfu on June 18, 2017, 12:34:46 AM
Quote from: gustavoghe on June 17, 2017, 10:41:37 PM
Hey Guys,

I would like to let you know that, there seems to be a problem with storage. Take pallets for example. Whe you first build it, and set it for one kind of alloy, it will take more than 600 (Which is the cap for a normal floor storage cell). But the minute you aloow for two types of alloy, that single pallet cell that used to take more than 600 wont doit anymore. I believe this is a bug. Can any one please confirm it.

I also, still would like to hear from devs if its possibel to reconfig decaying skill values. Sorry to insist.

not bug. pallets and such are meanat to hold 300 and 75 of 2 mats or a ton of 1.  remember pallets and such are there for people who like visual storage where they can see their items. the barrels and chests are for those who like stroage that hids items.


Hello Sidfu, thanks for replying. Im not sure I understood it well. In the description of the pallet, it states that it will allow to storage items much denser that the floor would. I imply from that description, that it should be an upgrade from storing on floor. And it really is, when you allow for one type of material, the first cell of the pallet will hold 1000 of it, and the second will hold 600 (Total = 1600, ehich in turn is 400 more materials than if you used a double cell simple stockpile). The problem arises when you allow for two types of material. I ran some tests, and the results are frustrating. Example: If I allow 2 types of materials and start filling it first with steel, i can get the first cell to go up to 1000, and the i can fill the second cell with copper up to 600. But if i start to fill it in a radom order, the minute there is two types of material in one pallet, the first cell stops accepting anything over 600. It is weird, becouse I can have like 715 in the first cell, and 1 copper in the second cell, and then the first cell wont accept steel anymore.
Well it is some weierd mechanics. I would expect to have some kind of storage upgrade to do some micromanaging of the colony, unfortunatlly i just have to adapt to it until some better options come along.

On the decaying topic. Its really frustrating to get a guy from 15th level to 16th. I have a pawn managinf huge acres of land by himself, and it just doesnt cut it. The extreme decay keeps getting that pawn to the bottom of the 15th level. It would be more, but i guess the mad skillz mod, is keeping it from happening. So, I dont want to ask for rebalance on this, I just wanted the option to mess with it. But i guess there is no config file for that right?

Edit: I came to a solution for the decaying skills. I reinstalled the mod Mad Skills (https://ludeon.com/forums/index.php?topic=11148.0), instead of the tiered version (The one I was using previously), I installed the stop decay altoghether. Not optimal, becouse I believe ther should be dacaying, but for know it suits me. I can get that farmer colonist able to plant grapes..
#70
Hey Guys,

I would like to let you know that, there seems to be a problem with storage. Take pallets for example. Whe you first build it, and set it for one kind of alloy, it will take more than 600 (Which is the cap for a normal floor storage cell). But the minute you aloow for two types of alloy, that single pallet cell that used to take more than 600 wont doit anymore. I believe this is a bug. Can any one please confirm it.

I also, still would like to hear from devs if its possibel to reconfig decaying skill values. Sorry to insist.
#71
Thanks guys,

I guess, Im still missing the original question. Where can we find the configs for skill degradation. I know there is a couple of mods out there. I installed Mad Skills, to get a better gameplay, but it doesnt seem to work. I really wish for a low degradation.
#72
Mods / Re: [Mod Request] - Better StockPile Gui
June 16, 2017, 05:24:40 PM
Hey Fregrant, thanks for the reply.

I usually play with Sk Hardcore mod, and that specific mod you pointed out is actually the one I was trying to get people to improve on.
#73
Mods / [Mod Request] - Better StockPile Gui
June 16, 2017, 12:16:40 PM
Hello you all.

I was wondering if some one could do a mod to simply help with stock piles. The main ideia is to include a Overview of what you have in stock, and then, also add a few utilities for the stockpile menagement.

1 - Create a GUI that allows you to see everything you have in stockpile, this gui should be able to filter, and show things per category in a more comprehensive way

2 - Add utilitis to stockpile management, for example, when you search for an item, it shows the root category.

Thanks!
#74
Hey Guys, me again with questions.

Where can I find the skill decay config file? Im really bugged about the decay rates, and personally I dont think that the way it is is improving my game play. I know there were some config files, but im having a hard time finding them. A little help please?
#75
Hey Guys hello.

Does anyone know if the steam generator no long accepts Peat as fuel? The strangest thing happened, I started a game a few days ago, and the generetor would accept peat. Now, it wont accept it. Is there a way to change this in config files? Thanks

I also would like to know how to disable the swarm event. Is it possible?