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Messages - RagingLoony

#31
Outdated / Re: [A13][Storyteller] ZeRoW (1.0)
May 22, 2016, 08:52:15 AM
So just out of curiosity whats the vanilla cap to the amount of colonists you can have? kinda new and havent had anyone join after about 8 lol
#32
As a quick and dirty fix for the visitors dropping the items due to weight when they spawn, would it be possible for me to add a single muffalo in visitors groups, as I've noticed any extra gear the pawn can't carry the muffalo will pick up and carry, and the muffalo essentially has an infinite carry weight. Just askinf if it;s possible and I'll look into trying to do it myself, if I'm successful I could post it here for others?
#33
EDIT: nevermind, im stoopid... forgot to enable it, was hidden between a couple of diabled mods and i totally overlooked it by accident...
#34
Quote from: skullywag on May 14, 2016, 05:55:37 PM
uuuuh ill take a look, that sounds utterly wierd though, why would CR be messing that up.

I think it's the way that CR changes the health system and how limbs/organs/scar damage is applied. It's really weird but it only happens once Cr AND DR are both loaded. if I disable CR but leave all my other mods running the bill list comes back. I originally thought it as the extended surgery mod, but after a bit of testing apparently not lol
#35
Any chance of getting a compatibility patch for the dermal regenerator and combat realism? with both installed the dermal regen has no bills in it's menu
#36
Quote from: Orion on May 09, 2016, 10:17:27 AM
Quote from: RagingLoony on May 09, 2016, 04:59:26 AM
Would it be possible to get a combat realism friendly version where visitors will spawn with backpacks and stuff?
Not until I get it to run myself.

i coyld send you my load order ig it helps? i have it running with something like 30 or 40 mods installed, including yours and combat realism, it all works, the only thing that doesnt is when a small group of visitors has stuff to trade, as the guy trading it cant carry it all by himself
#37
Outdated / Re: [A13] Trade Request: Caravans
May 09, 2016, 06:54:10 AM
Ahh that sucks, thanks for all the replies though :) I'll just have to stick to deleting all the shit they drop on the floor as they spawn, feels kinda cheaty to get loads of free weapons and stuff lol
#38
Outdated / Re: [A13] Trade Request: Caravans
May 09, 2016, 05:57:21 AM
sweet :) quick question though, would it be possible to edit the carry cap of visitors? I have the issue when using combat realism that visitors will drop most all of their trade goods as they eneter a map because they just cant carry it, and what they can carry max out their weight and they move so slow they starve before reaching my base o.O TRADERs are fine as the muffalo carry everything but normal visitors always die :(
#39
Would it be possible to get a combat realism friendly version where visitors will spawn with backpacks and stuff? as it is, TRADERS are perfectly fine as the muffalo carry everything, but normal VISITORS never make it to the base, as they'll freeze/starve to death before they make it because they move so slow. also the one guy that DID make it only had like 23 steel and a little bit of silver because he had no inventory space. he made it to the gate, i traded with him and he immediatly died of starvation lmao

EDIT: had a visitor spawn in with a CR backpack and assualt vest, he still dropped most of his trade goods at the edge of the map because he couldnt carry them and he's still moving at 0.01c/s, is there a way to just give them 99999999 carryweight?
#40
Outdated / Re: [A13] Trade Request: Caravans
May 09, 2016, 04:57:37 AM
Is this compatible with Hospitality?
#41
oh geez I had both tabs open and put the wrong messages into ther wrong ones XD Sorry about that, deleting my previous post :P
#42
is updating from 1.6.4 to 1.6.5 savegame safe?
#43
Quote from: NoImageAvailable on May 08, 2016, 08:45:28 AM
Just uploaded the 1.6.5 release. It mainly updates melee weapons to A13 by adding bulk, weight and armor penetration stats to melee weapons. With this the mod is fully updated to A13 and out of pre-release. It is also the last update I will do as I am leaving Rimworld modding permanently.

With the complete lack of not only any real support for modding but even base consideration for it (almost every alpha brings with it new internal changes like making various public variables private, which does not affect the base game in any way but breaks mods and makes modding harder than it needs to be) and a number of smaller annoyances like the out of touch community management (Tynan unstickying genuinely useful threads such as well-maintained mod lists while leaving redundant ones up, complete lack of communication on issues such as the whole private variabls thing, that sort of stuff) modding Rimworld has become more of a hassle than it ought to be. At this point I just no longer have the motivation to deal with it all. The only thing keeping me was the fact I wanted to bring CR into a semi-complete state before I go. I did have plans for a melee combat overhaul before I go but since the loadout system took up more time than originally anticipated I have decided to can those plans.

Since people asked for it in the past I have uploaded the ODS sheets with all the weapon stats I used for balancing to github so anyone interested in making gun mods compatible with this can look up how the stats are calculated (keep in mind though, that while the sheets include data for Project Armory guns that data hasn't been updated since the last PA release and is heavily outdated). The zip file also includes my personal todo list where I still have a number of outstanding issues and plans for the future, in case anyone else decides to pick up this project (although somehow I don't see that happening).

Really sad to see this, im very new to rimworld and love this mod, sad to see you go, man.

One request, if you will, if that is there a way to modify the weight cap of traders? maybe its something to do with hospitality, but when traders visit, the one you actually trade with is always carrying way too much and ends up never reaching my base before its killed by something like starvation, because they move so slow. i doubt you'll update this again like you said, but if you can point me in the right direction to modifying it myself that would be much appreciated too
#44
I apologize, I feel very stupid. I thought the addon only enabled seeds for the garden stuff, and that you'd still need enviroseeds for all the vanilla crops and such.
#45
So I get an incompatibility error whenever i use this along with enviroseeds. im using prepare carefully, and both mods are the pc version and im using the combatibility patch. tried every possible load order combination but keep getting the error. attaching ouput log file thingy

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