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Messages - MightyGooga

#91
Quote from: messiah on January 03, 2017, 05:29:02 PM
Quote from: gustavoghe on January 03, 2017, 05:18:13 PM
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.

Quote from: Adalah217 on January 03, 2017, 05:23:00 PM
Half the mod revolves the use of ammo. It's impractical to remove it entirely.

Ultimately, a good solution would have the mod use fewer types of ammo. This is exactly what my goal is right now as I make a compatibility patch for LewisDTC's weapon mods. I'm not sure how to override CR's ammo so it doesn't appear though. Anyone have any thoughts?

Same here and I offered a solution to this problem. There is no need to remove anything. Simply add some kind of automation and it will be superb.

You are right, the only thing its missing is some automation, intelligence for pawns to grab the type of ammo they need.

I guess its a point of view wether you like the ammo micromanaging chalange, or just the fact that you have a variety of ammo.

I like the fact that you have a lot of ammo types, i play a loot raid style game. I dont like the fact that pawns wont grab the right type of ammo automatically.

#92
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.

I dont see why we can not have this flexibility, until the mod can handle, auto get ammo for your weapon if its available.

I was about 2 years in a game, had some weapons and ammo, got raided, the ammo i got from raid was diferent, had to change all my loadouts. I personally dont like it.

But i do love the mod, and the fact that it is in SK HARDCORE is awsome as well. Is it so hard to build something to help out with this aspect of micromanaging it? Is it so bad to ask for it, beeing a fan and all?
#93
Quote from: aiu2003 on December 31, 2016, 02:32:56 PM
Stockpiles for Food>Meals are only showing Kibble, Oyster, and Pemmican. I can't haul any other meal to a stockpile.

I know you probably did this already, but just to be on the safe side, have you deleted any text from the search box?
#94
No flamming. Only Supporters.

I have been playing with SK Harcore for to long, the vanilla graphics for meals and medkits are awful. I just tried to do what you mentioned for the 0.16 version, and got the wood problem. Gonna try to fix this as you pointed out. Thats why I ended up in this thread anyways.
#95
Hello Guys!

Im having trouble getting my colonists to tame wildlife. So Im probably missing something here. I got a turkey set to tame, and a colonist with only the handle job enabled. The colonist wond do anything. Can someone help please?
#96
@Sidfu

Dude, you totally made my day! Thanks a lot for detailing how to work the assing button. I figured out that I could have a melee and ranged weapon on the same loadout, but all the other tips are awsome. Cant wait to get back from work to play this.

One thing only, you know how you get all sorts of diferent weapons from raids? When you have 20 colonists its kind of hard to be "assigning" them to the weapons and ammo you have available. Nevertheless, you got me beleiving this is a nice to have mechanic. Im sure it will improve. My suggestion would be to clusterize ammo types, and balance the micromangement a little bit.

@Sky

Take your time, this is a masterpice modpack, cant play the game without it, so please just have fun while doing it, so you can keep on doing it, so we can keep on playing it :)

Once again thanks for the great job.

ps: Yes, its xmas and I felt like thanking a lot.
#97
Hello,

May I ask a couple of questions?

I only played with this mod through SK Hardcore Modpack. I found out that, the units wont automaticly get the specific ammo onto its inventory. Is this a behavior added with this mod?

Is there a way to disable the need of ammo?

Thank you
#98
Quote from: sidfu on December 24, 2016, 03:53:05 PM
Quote from: gustavoghe on December 24, 2016, 02:59:05 PM
Hello again, fellow Rimwolrdians.

Came back to the mod after ammo requirements were implemented. Can I ask you guys a couple of questions about it? Hopefully someone might point me in the right direction.

1 - How do you get your guys to keep carrying ammo? I got some arrows on my stockpile but people wont get them for somereason. The same thing happens with rifles, as soon as they are out of ammo, they dont go to the stockpile to get more.

2 - How do you know each ammo to produce for each weapon? Is there a list somewhere to facilitate that understanding?

Thanks for the help.

there is a menu for it u can assign everything form armor to specific weapons including ammo.

what each weapon takes should be in its info

Thanks for that.

But the thing is, why wont they reload themselves or keep a small amount of the ammo their weapon requires? Whe you use assign tab, you cant for instance quick change the weapon they are carrying to a melee weapon. There is no equip any button, so whenever i need them to go melee i have to create a specific loadout.

I though there must be a way to facilitate the already complicated equipment aspect of the game. So this is what Im asking. Is there any tool that Im missing so i dont have to create a specific loadout for every single weapon in the game?

Thanks
#99
Hello again, fellow Rimwolrdians.

Came back to the mod after ammo requirements were implemented. Can I ask you guys a couple of questions about it? Hopefully someone might point me in the right direction.

1 - How do you get your guys to keep carrying ammo? I got some arrows on my stockpile but people wont get them for somereason. The same thing happens with rifles, as soon as they are out of ammo, they dont go to the stockpile to get more.

2 - How do you know each ammo to produce for each weapon? Is there a list somewhere to facilitate that understanding?

Thanks for the help.
#100
Releases / Re: PSA TO ALL MODDERS - PLEASE READ!
November 15, 2016, 05:06:02 PM
Bumping this. It seems important.
#101
Outdated / Re: [A12]Citymap v1.1
February 10, 2016, 10:03:03 PM
Guys Post some pictures please! :)
#102
Come on mod people! I know we all want a more rewarding and imaginative way to manage apparel!

Let´s see a raise of hands.
#103
Mods / Re: I can't seem to find a mod I am looking for.
January 27, 2016, 02:29:13 PM
Hello, I hyave been looking for a mod like that as well and wasnt able to find it. It should have a layer system where you can make it visible and invisible, so your plans stay on.

If you make something like this please tell me.
#104
Fluffy, Im so glad you asked!

My idead is to keep things simple, I just want a better way to manage outfits. I spent the better part of this day trying to come up with an example. Im not a graphics designer but i think I acomplished something here. Take a look.

As you will notice, I also dont know how to put the picture in the post, i can only attached it.

The thing is, i dont need to see the picture of the pawn update automatically when you drag and drop an item (that would be cool, but is unecessary). The pawn would display as it displays in the colonist bar from edb interface. And when you gave him an order to change clothes he would go to inventory to do it, and the picture would be updated.

The representation on the attached file also lacks the description of the items. Names, Quality and Hitpoint, it should display it. I also would like to see infusion descriptions.

Tell me what you think. Its simpler than it sounds.

I understood your point on mod compatbility, but the way the game works now, if someone introduces a alien type of character you wouldnt be able to see if he will need two pairs of boots.

One idea is to create a GUI (see attached file) for each race.

The point here is make the clothing system managable and enjoyable. Also to make it understandable. I for one get tired of maaging seasonal clothing. This interface could help us to block a certain layer of clothing, or even define types of clothing that a slot can have for a particular colonist.

[attachment deleted due to age]
#105
Hello,

For who it may concern, I would like to request a mod that would improve in the interface of managing clothing, equipment and general gear for the colonists.

Yeas Im aware of dozen mods that tweak interface and they are all amazing, but what I would like to see, and I believe other would like to is a interface for managing the equipment of a colonist that would allow you to actualy define what he/she is wearing graphically. Let me try to explain.

A:

1 - Select Colonist Open New Outfiting interface
2 - In this interface you would see your colonists and around him there would be icons with descriptions of what he is wearing (Like in a old RPG style game)
3 - In a different space, you woul be able to see your inventory of equipment, graphically, with description. And you would be able to click and drag the equipment to the convenient slot. This would generate a order so that colonist would go to inventory and equip it.

This would bring caring for equipment back into the game, so you could dress and create uniforms cliking and draging itens into slots, but also you would know what you have in stock so your colonist wouldnt run around naked.

B:

4 - I would like to see, like in Dwarffortress, colonist have preferences for itens, like one in particular likes, rimram fur and iguana leather, so equiping itens with those properties could bring a boost to morale, even if the iten is shoddy and shattered maybe.

C:

5 - I would like a graphic and easier wayt to stablish uniforms, and range for uniforms. For example, the colonist mentioned above could be allowed to wear whatever he wants as long as is within this group of itens and properties

I dont even know how to start a mod like this, but I think it would improve the game a lot.