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Messages - sjohne

#1
Outdated / Re: [A14] More Traits v1.3.1.1
September 20, 2016, 01:54:33 AM
Same here, played with it for hours, no problems. Still hope this will get updated for A15 with even more traits since it's one of my favorite mods :-)...
#2
Love this mod, thanks for all the effort! I just downloaded the 1.1.6 version but it does NOT work on my old savegames :-(... skills degrade just as usual. Loaded it right after CCL. Any chance there will be a fix for that? :-)
#3
QuoteIn the meantime you have mods that permit to "Recycle Apparel at the Tailor Benches, and recycle weapons (as usual) at the Electric Smelter" : Recycle

And even better, Skullywag's ArmourRepair can be easily customed to repair pretty much all you want, it's "just" a matter of adding recipes in the Defs/RecipeDefs folder, in this file ;-)

Thanks for this... does the Armour Repair mod have it's own modding forum entry? I couldn't find it anywhere :o...

I too am praying that someone will update mending. It's the ONE mod I can't play without ugh :-(...
#4
Quote
[Yes, with no mods you'll find most Colonists will have 90% accuracy or more. (Unless they have trigger happy trait)

Ah thanks for clarifying 8-) I've played with mods for so long I don't even know how vanilla works anymore lol!

Yes, with no mods you'll find most Colonists will have 90% accuracy or more. (Unless they have trigger happy trait)
[/quote]
#5
Outdated / Re: [A14] More Traits v1.3.1.1
July 22, 2016, 06:16:14 AM
Oh yes 8-) honestly I can't live without your mod anymore. I hope there will be many more fun traits in the future!
#6
Thanks for fixing this notfood! Though I wonder... is it intended that all colonists still have a very high accuracy? All my pawns have at least 90%+ accuracy even the ones with 0-3 shooting skill. Nobody has more than 100 though and the shooting speed seems alright too! :-)
#7
Outdated / Re: [A14] More Traits v1.3.1
July 22, 2016, 01:53:07 AM
Thanks for fixing this man! :-)

I added it to a savegame I ran with the previous version. I don't get the religious mood buff anymore so it seems to be working... but I still get an XML error when I start up Rimworld. So seems there is still stuff broken or is it me? o.O
#8
Sorry to annoy you again notfood... but I tried with the new version and the problem remains the same. I really want to make this work :-P.

The accuracy / speed problem:

http://imgur.com/a/kEtRD

Also see how it adds infusion bonus to the list even if there aren't any? o.O

My mod list:

http://imgur.com/a/O8YX5

Thanks you! :-)
#9
QuoteOops. It's using the defs from Hardcore SK which in turn were tweaked for Combat Realism which probably cause that for ranged weapons.

I updated it with the Defs from A12. A13 had no release without Combat Realism so that's why.

So if I play without Hardcore SK and without Combat Realism I should be fine? I use a mod that introduces new weapons as well hmmm. Thanks for the update I'll try it out! :-)
#10
After playing with this for a while I have to say I love the idea but the mod is kind-of broken. I don't know if it clashes with any of the other mods I use but all my pawns get a ridiculous "infusion" bonus to their aiming time and shooting accuracy. It's so bad a pistol fires faster than a minigun and even average pawns have 100-300%+ accuracy rating :-(...

Any idea what mods could cause this? Or is this a bug with the mod?
#11
This sounds great but how do you "infuse" equipment? Or is it completely random whenever something spawns? o.O
#12
Outdated / Re: [A14] More Traits v1.3
July 20, 2016, 10:21:58 PM
Hope there will be a fix to this soon :-( most of the traits work just fine but EVERY colonist in my playthrough gets the +6 religious mood bonus and they also get the opposite of every psychic drone debuff. What I mean is that if I have a -21 psychic drone event... they will also have a +21 psychic drone buff so the net effect of psychic drones is always zero :-(.
#13
I am sorry I assumed that Dr. Z's post "Official Alpha 13 update bump." meant that the mod was updated and that the post title was just not changed yet. I didn't realize Mr. Z wasn't actually the modder :-D. Thanks for pointing my mistake out and thanks for Marnador for the hard work! :-)
#14
This does not work for me with A13. First I can construct all of the turrets without conducting the research first. Second since none of the turrets cost components it's quite overpowered. It also gives me some errors in the description :-(. This is my favorite turret mod, any chance you'll fix the bugs?
#15
Thank you so much Acruid! I can't live without this mod... just wanted to give A13 a shot and saw that mending wasn't in my mod list. UGH! You saved the day! :-D