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Messages - Zakhad

#151
Quote from: Orion on September 01, 2016, 11:10:19 AM
@Zakhad: Ancient pawns dying on your turf is bad luck. Pawns blowing their way out is a mod conflict. Good luck finding the other one...

I hope it didn't come across as if i were complaining :P, It's hardcore SK's new doors system, they're not considering it pathable when panicking/retreating and therefor assume they're trapped and will dig there way out.

Suggestion/Question - Would you ever conciser adding a migrant wave of colonists if your faction has like 100 favor or some equivalent?
#152
Quote from: adecoy95 on September 01, 2016, 08:01:15 AM

ooh i dident realize different materials affected different things, my medical beds are made of ogre skin T_T (73% effective)


Lol! At the ogre skin medical beds. that's one of, if not the worst material type i think :)
Edit: Anything that doesn't display immunity or medical treatment quality assume they're 100% default, the game doesn't think its necessary to display it when its default.

Reguarding Rhyssia he is I think right, (I wanted to test to see whether or not whole plague/event could be cured but my executed incident is broken in my version of the mod from github) I know for certain you can't cure hypothermia / heat stroke via commands (Not that I know of. Of course their are alternative ways around them living frost/fire) and you'd have to edit the saves as he's suggested. I always just set the immunity to 0.99999 or 1.0, but emptying the entire hediff injury works.
#153
This pawn is so useless he just falls over and his faction blames me,

Not only that they decided it'd be a good idea to blow through my base in order to "escape" when theres a perfectly usable door

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#154
Quote from: adecoy95 on September 01, 2016, 06:00:25 AM
is there any way to remove plague from colony members using a cheat or maby some kind of console command?

Dev mode - Apply damage - restore body part - torso (which is a Cure all) or you can target the specific part, Plague is fairly tame as illnesses go, just get a bed made out of hides that have a high medical treatment/immunity gain - cobra skins / hedgehogs are good candidates both over 120%ish (I think)
#155
Quote from: Thundrisad on August 31, 2016, 07:02:43 PM
Apologies if this question is already answered.
I updated to A14 two days back (from the github version at that time). Been enjoying the heck out of the new version. One thing is bugged for me (or I do not understand it): I can no longer place drilling rigs. When trying to place over a deposit of crude oil it says 'space already occupied'. I tried to circumvent this by changing an oil deposit to a fissure in the save file (including altering class), this created a fissure on which an oil extractor can be built but the extractor generates no oil.

Help is appreciated.

I believe it was fixed with "Fixed Oil extractor." github update

https://github.com/skyarkhangel/Hardcore-SK/commits/master

Although if you're going to update your version I would only recommend updating to Merge pull request #197 from harchschoolboy/Return_modsconfig_back and download that one as the latest commit is buggy. (Click on the <> to download from that commit)
#156
O.o interesting github update with the inclusion of [A14] Psychology mod

https://ludeon.com/forums/index.php?topic=24648.0

Edit I would advise against updating to that github commit as it seems i'm getting a few bugs with it, reported them on github.
#157
Cats ALWAYS THE DAMN CATS !? this is the 3rd lot of cats due to be sent off to either the black market or the local Chinese restaurant

Question. How often are you guys resetting your game either be it due to an update, death etc?

For me its every other day or 2 usually because of an update, but in the past few days I've restarted more often than I used too, mainly because I don't bother with research, (Spends an entire year digging out a mountain home - Fuck sieges It's too easy to lose limbs going on the offensive without sniper rifles) having too much stuff which makes the raids with semi automatics very deadly vs my bows and the odd occasional gun with whatever scraped together ammo from the last raid; essentially it's death to tedium, I got bored after today's play through of 12 or so hours because micromanage 20-30 cats (wanderers) is annoying and just killed the interest in that base, I can't put myself to kill them as easy food, and the less upkeep. I'm too greedy and want to sell them, but I never get the caravan. The gameplay went down to a snails pace trying to grab every piece of food, trying to save each cat.

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#158
Quote from: thefinn on August 30, 2016, 05:54:50 AM

There's a lot of UI issues. I have an awful time looking for things in the research table also.

There was a really nice research tech tree similar to that of civilization games in the previous versions, I guess its really low on the priority list, compared to game breaking bugs / lacking key mods :S
#159
Now can pick up half of stack ammo (CR update) On the github under Fix "Orrasians (can't shoot through embrasures etc.)" been wanting that for the longest time ever, so much easier than having to make a load out for each ammo type, (obviously not in the long run but when you're trying to put together a militia :p) 
#160
Outdated / Re: [A15] Vanilla Turrets+ (v1.15.01)
August 29, 2016, 06:32:27 PM
+1 for cheese  8)

Simple nice, and does exactly what it says on the tin.
#161
Quote from: HotBrazilianGirlfriend on August 29, 2016, 06:06:18 PM
Quote from: Jalordon on August 29, 2016, 04:51:38 PM

I was told that it is a bug with CCL. You can fix it for yourself by adding <tickerType>Normal</tickerType> to the XML files for production (in mods\core_sk\defs\Thingdefs_buildings\ , the files Buildings_Production and Buildings_Production_Hitech). I don't know if it costs a lot of processing power or not as I don't know what ticking forces, but it for sure got idle power to work.

On another note, for anyone who is using the latest version from the github repository (https://github.com/skyarkhangel/Hardcore-SK) instead of the older version on the first page, are you able to use oil drills or oil extractors? I get errors both in not being able to place the things outside of god mode and when actually placed the extractor gives divide by 0 errors every tick. I want to know if for some weird reason it is just my installation that's broke.

I would love to test this, but oddly when I tried the Github version I can't start a new colony (Click button, nothing happens). Fresh reinstall too so I don't know what's causing it. You can help me solve this problen, I'll let you know about the oil. =D

What commit version on github as its updated daily I'm Playing on "^_^ commit c235b5d3b5a02f14a406437d43f50453e69b280a" and its running fine I haven't got up to oil yet so I couldn't say if it was working, you done config etc? verified new install ?

#162
Quote from: Autocthon on August 29, 2016, 03:20:09 AM
Quote from: EdB on August 29, 2016, 03:13:23 AM
Updated to Alpha 15.

Thanks, that was really quick

Steam early access for experimental builds allows modders to monkey around with their code in preparation for the next major update.
#163
Quote from: Griffith on August 29, 2016, 02:44:05 AM
Anyone else finding V4.0 a lot harder then V3.0? Is it wrong to rush for being able to craft ammo first? What do you guys usually try and establish/get done first? Its nearly impossible to survive early if you get smashed by a heat-event

One of the mods normalizes mountain temp so you'll always be around 0 which is fixed in alpha 15 which makes life so much easier when you don't start with equipment as its easier to start in a colder biome than a hotter one.

Generally speaking the first things I try to do is getting a base up and running which might sounds very strange but, generally due to the recent changes on the github there is a load more bad mood variations not just berserking/sad wander e.g. tantrums(damaging various and any constructions you own at random) & slit wrists/hide in room (attempt at suicide) sadism (killing your pets or any nearby creature) etc maintaining a good base out ways any early defenses I used to go for because you do more damage to your own pawns then enemy's will do due to you having to knock them out all the F^%$ing time, e.g. if you don't knock the person with cut wrists out it'll become infected and early game without meds or a bed is a death sentence especially if they decided to do it while starving, as they're not going to start healing even if its poor (I'd rather bandage a 2 damage wound than a 5 damage wound)

I aim to get a crafting table for some hunters (no longer is there a crafting spot to make arrows) by day 5 as you can't really rush getting arrows anymore, and before that you'd need to scavenge stone for a stone crafting table So you can get stone for your tables stone stools / butchers table (Leather for beds raw food for a few days until components are mined for either a wood cutting table so you can make kindling for campfire for early cooking or a grill if you have excess) so you get higher moods or less moody pawns in general which delays the whole arrow making process by several days and that's If you haven't had bad moods delaying it because keeping your pawns happy is the priority now.

Tip of the day: Equipping a log is better than using your first as it has a higher damage and therefor more chance to go through armor/damage reduction. So always have pawns with a wood log in their inventory. (I'm interested to know how many of you knew that :P)
#164
Quote from: malgrumm on August 28, 2016, 08:06:23 PM
Quote from: Patitodo on August 28, 2016, 08:01:13 PM
Quote from: malgrumm on August 28, 2016, 05:10:36 PM
i wonder how long its going to take to update the modpack, the Steam version just got updated to A15  :'( :(

You can easily revert to A14 in beta section.

i didn't know that, i'll have to have a look at that.

As a general rule always consider modpacks 1 update behind the latest version. One good thing did happen with alpha 14 release for Rimworld on steam, is that Tynan publicly allows people to play the pre release for an update via experimental branch of steam (Steam owners only) which was intended for modders to get advanced notice on upcoming changes to the code. Which translates to us the end users getting mods or modpacks quicker.

Edit - Several mods are already at alpha 15 because of this and its not even day 2 yet :P
#165
Caption this :P