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Messages - Profugo Barbatus

#46
Quote from: falloute on May 09, 2016, 02:41:07 AM
How do I get FSX? for RPG ammo and etc? I literally have no idea, checked traders, and so on?

FSX can show up with the combat related traders from my direct experience, but I'm not seeing the ability to harvest it in any fashion here in the defs. Maybe I'm blind, its 6:30am here but I'm not seeing another way to acquire it. No way to "milk" boomalopes that I'm seeing, anyhow :P
#47
Quote from: Nanao-kun on May 08, 2016, 05:30:36 PM
Quote from: silverskin on May 08, 2016, 05:17:59 PM
I voted slightly too slow purely due to how expensive vancidium is to craft and how much of it is needed to make a single advanced augment.
One synthetic lung (best cure for asthma) will set me back 300 gold, 375 steel and 150 plasteel. And my colonist needs 2 lungs.

I just take lungs from prisoners.

My colonists have lost so many family members that I can't afford the moral hit from harvesting XD. I used crash landing, some girls brother got directly hit by falling space debris in year two, the day after her father was killed trying to raid us, a month after her husband was killed by a mortar attack. She's pretty much stuck in a gold plated room for a season XD.

I modified the output of the vancidium recipe a bit myself, I like combat and need the limbs to keep my soldiers up, so it was a win win to massively boost my colony wealth and have better soldiers.
#48
Quote from: Korn.Mil on May 08, 2016, 04:40:04 PM
Thanks for this amazing mod, but i have a little problem, it is a problem with mod or i just activated mod in wrong way? *snipped image*

That doesn't tell us much at all, other than something broke. What list of mods are you trying to use, and what order are you trying to start them in?
#49
Quote from: Soap on May 08, 2016, 03:00:22 PM
How to load Ammo to backpack?

Backpacks just add extra bulk capacity to the base inventory, they don't have a separate storage or anything as far as the system is concerned. As long as your wearing one, you can store more bulk, presumably in the bag.

And I got a whole summer ahead of me, I might stick my nose into the CR code and to-do list. Never done a DLL mod for rimworld, only XML contents, but I've got nothing better to do. Could be worth trying to get a few modders together as a sort of community continuation on it all. I'll let you guys know if I manage to get anywhere at all with that. Could be a while, since Stellaris launches tomorrow and I'll probably lose a week to that.
#50
Quote from: BlackflagNarwhal on May 07, 2016, 11:13:11 PM
I dont use High caliber, im using the plain ol Combat realism because id love to have my M41A pulse rifles have a magazine and such. And can i use JUST the defense mod without dealing with the rest of the mod?

Oh, the base combat realism doesn't add any weapons, it only overwrites some of the details for the existing guns. The textures are still located in core then.

As for just using defense, I don't believe so, as Defense uses the mechanics for shooting that were made by CR Core.
#51
So far the only thing I dislike about this mod is just how absolutely incompetent mortar crews are without rangefinding. Like, I'm fine if the distance they set for the shot goes to hell without ranging, it makes sense they'd fall short, or more likely fall too far, but I've had shells come out at fifty degree angles almost right outta the barrel. Nearly landed on my own defense line. I've had binoc's in my standard light infantry loadout since that incident, which helps, but it feels like a bit too wild of a swing.

Otherwise, I'm considering sitting down and making a few toys for this mod. Especially once I get around to playing with the gun turrets. Haven't updated because my current save is still going strong.

Quote from: BlackflagNarwhal on May 07, 2016, 06:38:27 PM

Sidenote, where the hell are you pulling the sounds and textures from for the guns?! D8<

High Caliber Combat Realism is a patch, so the textures are still in the base High Caliber mod :P
#52
Quote from: Devon_v on May 06, 2016, 02:41:31 AM
Quote from: NoImageAvailable on May 05, 2016, 08:25:54 PM
Update 1.6.4 is now available, along with the latest version of CR Defence.

Maybe I'm missing something really obvious, but the only release on Git at the moment is CR Defence. Am I supposed to manually download the master branch to update the rest?

Its not clear, but the "source code" text for the turret update is actually the 1.6.4 update. When you download it, the file will be appropriately named.

Just for anyone who's curious, the 1.6.4 update seems to have changed the format for shots, and throws a boatload of errors from the weapon mods out there. Tried adding the defense pack as well, but an existing world failed to load, so either it conflicted with something else or just isn't save game friendly. As a result, I can't say if the broken XML actually prevents the mod weapons from working.
#53
Some detail of what these guns actually are would be nice. Like, descriptions, the gun image, etc. As it is, I'm not really likely to download a file onto my computer when the presentation is like this.
#54
Mods / Re: [Mod Request] Starting materials
April 27, 2016, 02:37:35 AM
Quote from: Tatte on April 26, 2016, 10:25:19 PM
Quote from: Mithrawndo on April 26, 2016, 12:56:54 PM
EdB Prepare Carefully will already let you do this and much more besides: You can adjust what materials and colonists you start with, removing all the materials you start with if you so choose.

I know that, Im saying that even with EDB when you press the furniture tab they are all in steel, steel bed, steel table, steel whatever. I want them to be in wood when I start a new game so that my ocd doesnt have to manually change them all to wood the second the game starts.

The game automatically populates the list of available materials, and I don't even know where you'd look in the code to find the order it goes through for materials. Might be as simple as placing the material definitions for wood before steel in the loading list, might be a much bigger pain than that if steel is hard coded as the default when available.
#55
Quote from: DestroyX on April 19, 2016, 05:11:39 PM
damn, every post just fuels the hype :D

As am I, Once I played CR back in A12, I've found it painfully hard to play without it. I actually enjoy logistics and the handling/micromanagement that comes from it, so I am excited for the ammunition system. I'll probably spend the first few days of the release hammering the other weapon mods out there to be compatible though.
#56
Just FYI, the recipes for packing canned foods are incorrect. Making a crate of veggie or meat cans takes 375 of the appropriate can, and unpacking the resulting crate will only produce 75 cans, according to the recipies.

Super quick fix on my end, but thought I'd mention it for the next update.