Quote from: Sarelth on August 05, 2016, 11:55:37 PMMight need more research.
I like the ammo, but where do I make more. I thought it said the machining bench, but there is no ammo there. Not being able to reload is a little disappointing when the raider come running. lol
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#76
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
August 06, 2016, 12:06:04 AM #77
Help / Output log error
August 05, 2016, 11:52:24 PM
Maybe it's just me, but I have no idea what this error means. This is while using CCL. Any help?
EDIT: I fixed it apparently, I still have no idea what I did wrong though.
EDIT 2: I broke more things.
EDIT 3: Well this one is confusing me. "Pawnkind def defines 0 life stages while race def defines 1", except the pawnkind def was mostly copy pasted from existing ones, i don't see anything like that in the other pawnkind defs.
Code Select
(Filename: Line: -1)
KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[Verse.ConceptDef,System.Single].get_Item (Verse.ConceptDef key) [0x00000] in <filename unknown>:0
at Verse.ConceptDatabase.IsComplete (Verse.ConceptDef conc) [0x00000] in <filename unknown>:0
at Verse.ConceptDecider.ConceptDeciderUpdate () [0x00000] in <filename unknown>:0
at Verse.UIRoot_Entry.UIRootUpdate () [0x00000] in <filename unknown>:0
at Verse.Root.Update () [0x00000] in <filename unknown>:0 EDIT: I fixed it apparently, I still have no idea what I did wrong though.
EDIT 2: I broke more things.
EDIT 3: Well this one is confusing me. "Pawnkind def defines 0 life stages while race def defines 1", except the pawnkind def was mostly copy pasted from existing ones, i don't see anything like that in the other pawnkind defs.
#78
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
August 05, 2016, 10:17:18 PMQuote from: pez5150 on August 05, 2016, 09:46:51 PMIt's pretty easy to do. In Weapon_Guns.xml under Mods/Combat Realism/Thingdefs remove <ammoset>Somebullets</ammoset> i think it was
Is there any chance of getting an ammo free version of this?
Turrets are a whole different story, you need to remove the entire ammo class thing for each turret.
#79
General Discussion / Re: Glitches with the tribal people
August 05, 2016, 09:44:43 PM
Can OP upload his save file?
#80
Ideas / Re: Travel
August 05, 2016, 09:29:48 PMQuote from: Illusion Distort on August 05, 2016, 09:28:51 PMIf we do get travel mechanics, only a matter of time before a mod gives us other planets and stars.
Not the galaxy, but the other factions are still up for discussion.
Just not prioritized yet maby.
#81
Ideas / Re: Cave Physics. (Temperatures need re-balancing for caves) [RIMWORLD]
August 05, 2016, 09:24:43 PM
I think arguing this from a physics standpoint is pretty stupid anyway. The game lacks the mechanics for simulating differences in a single area, and instead the deepest point of a cave, and it's entrance, are identical and simulated as one thing.
Otherwise, more variety in climate is also just better for the game, it wouldn't be cool if the entire planet was temperate forest. We're limited by game mechanics and balance more than we are by physics.
Otherwise, more variety in climate is also just better for the game, it wouldn't be cool if the entire planet was temperate forest. We're limited by game mechanics and balance more than we are by physics.
#82
Outdated / Re: [A14] FloorBeautyRebalance
August 05, 2016, 09:16:17 PM
Here's an idea, add tiers of flooring. Base wood floors should be 0, they're quick and easy to build. Where are the treated wooden plank floors at though? Make beauty and wealth scale with the amount of work and resources put into the floor, while still allowing people to choose between different types of floor. So each floor type would go from a quick and easy to build, to a slower and more expensive to build top tier floor.
#83
Bugs / Re: Weapon Accuracy Problems
August 05, 2016, 09:11:24 PM
I think sniper rifle accuracy is better the further away the target is, while up close they're terrible. Try to engage at max range.
EDIT: Sniper rifles are only bad at "touch" distance. You may have just been screwed over by rng, that's all i can offer on this topic.
EDIT: Sniper rifles are only bad at "touch" distance. You may have just been screwed over by rng, that's all i can offer on this topic.
#84
Ideas / Re: Cave Physics. (Temperatures need re-balancing for caves) [RIMWORLD]
August 05, 2016, 08:57:55 PMQuote from: Boston on August 05, 2016, 08:47:48 PM35C isn't really that high. Tell me, how do you know the surface Rimworld isn't meters away from thousands of kilometers of magma? I know how insulation works, but you're assuming that all factors are identical to Earth, when they're all unknowns. Plus, you're ignoring air ventilation. An open cave will be hot, if hot air is able to pass through it easily.Quote from: Reviire on August 05, 2016, 08:27:09 PMQuote from: Boston on August 05, 2016, 07:10:19 PMYes, and physics don't just go "This cave will be under 25 degrees!". If the planet is closer to the sun, or has much higher volcanic activity than normal, physics would make the caves hotter, because the planets underground temperature is hotter. I don't think you understand physics.
What do you mean, "follow Earth's trends"? Physics are physics, they don't change based on what planet you are on.
This planet is different, it could be nothing like Earth under the surface.
Take a look at this thread:
https://ludeon.com/forums/index.php?topic=22837.0
In a geologically active location on Earth, where outside temperatures regularly reach 35 degrees C, you can go into a cave system and have the temperature be comfortable.
Insulation is a thing, no matter where you go.
Also then there's game limitations, if you want to lower the temp of your cave, put a set of doors. Then put another set of doors behind that. As far as the game is concerned, i'm pretty sure your best insulation is your smallest bit. Having a giant cave, then a 1 thick wall and a door at the entrance, will cause temperature to equalize very quickly.
An airlock out the front and some thick walls will keep the inside temperatures around 24-28C
#85
Help / How does the loadout gen XML work?
August 05, 2016, 08:48:36 PM
Specifically,
Each faction has a different type of this, and wondering if these are defined somewhere. Doing this with Combat Realism for reference. Trying to get different pawns of a new faction to only spawn with their stuff and it's ammo.
Code Select
<fixedInventory>
<LoadoutGen_MercAmmoPrimary>1</LoadoutGen_MercAmmoPrimary>
<LoadoutGen_MercSidearmMelee>1</LoadoutGen_MercSidearmMelee>
<LoadoutGen_MercSidearm>1</LoadoutGen_MercSidearm>
<LoadoutGen_MercSidearmAmmo>1</LoadoutGen_MercSidearmAmmo>
</fixedInventory>Each faction has a different type of this, and wondering if these are defined somewhere. Doing this with Combat Realism for reference. Trying to get different pawns of a new faction to only spawn with their stuff and it's ammo.
#86
Ideas / Re: Cave Physics. (Temperatures need re-balancing for caves) [RIMWORLD]
August 05, 2016, 08:27:09 PMQuote from: Boston on August 05, 2016, 07:10:19 PMYes, and physics don't just go "This cave will be under 25 degrees!". If the planet is closer to the sun, or has much higher volcanic activity than normal, physics would make the caves hotter, because the planets underground temperature is hotter. I don't think you understand physics.
What do you mean, "follow Earth's trends"? Physics are physics, they don't change based on what planet you are on.
This planet is different, it could be nothing like Earth under the surface.
#87
Ideas / Re: Please remove human pawns eating corpses.
August 05, 2016, 08:24:37 PMQuote from: Britnoth on August 05, 2016, 06:24:40 PMI think you need to stop trolling and learn to feed your pawns. They only eat corpses when they're starving and there is no food.Quote from: erdrik on July 29, 2016, 05:04:19 PMYou made an ultimatum.#
This is clearly false. I did not threaten anyone or anything. Stop with the trolling.
#88
Help / Re: Modding in a specific outfit to the game (Star Trek themed)
August 05, 2016, 06:40:49 AMQuote from: thepandapuncher on August 05, 2016, 06:36:40 AMYou could just ask here
Thanks again, hopefully I can make progress on these because then that will simply leave sound to add and thats a topic for another discussion.
#89
Help / Re: Modding in a specific outfit to the game (Star Trek themed)
August 05, 2016, 06:28:40 AMQuote from: 1000101 on August 05, 2016, 06:23:21 AMI thought about clearing that up, I edited my post a few times so it became a bit of a mess.
All apparel requires _back, _side and, _front for the worn texture.
The graphicData is the ground texture.
#90
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
August 05, 2016, 06:20:10 AMQuote from: Britnoth on August 05, 2016, 06:08:20 AMIt doesn't need to be forced, just an option. But if it's maintained by one of the developers of the game, we never have to worry about it completely breaking on a new version. But, yes this does make fighting risky, which is the fun part. You don't need to resort to giant killboxes filled with automatic turrets either, which is pretty great.Quote from: Reviire on August 05, 2016, 01:52:29 AMQuote from: Tynan on August 03, 2016, 11:53:08 AMYou should totally just add this to the base game.
Awesome to see this coming back. Thanks skyark!
Um, no.
The fixes to collision are nice and should be looked at adding to vanilla.
Adding in the totally overpowered weapons in CR? hell no. 1 man with an incendiary launcher can solo sieges or ship parts.
Having a hand held, accurate, AoE weapon that can kill a centipede in 3-4 shots is just ridiculous.
Adding in the ridiculously deadly combat that kills people in 1 burst? Even more hell no.
Once you get get a few good guns, you can fend off stupidly large raids with them. More deadly guns favour the defender, which is already easy enough as it is. Equally, any mistake or lack of micro results in dead colonists left and right. This makes actually fighting with your guys even more risky for new players, forcing newbies to rely even more on turrets than they already do.
Adding in gun nut fetishist levels of weapon types and ammunition? Hell no.
Rockets are the only single use item in vanilla for good reason. For every person that likes the ammo, I suspect there are a dozen that do not.
And once you have machining up, making ammo is available and just becomes a micromanagement. At least the mod has auto equip....
Also uh, making ammo isn't micro management, you do know you can automate this stuff right?