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Messages - zzz1000

#31
Yeah I was struggle with it too.
Maybe it is coincidence but for me to build floors in the rooms and keep it clean is greatly reduce disease chance (some flu instead of mass deadly epidemias)
With plague medical bed is maybe can save. Only way so far I see to deal with malaria is good beds and lot of antibiotics, it will save you. Otherwise you can start to dig graves right away  after discovery, destroed blood filtration pervent any immunity.
Med box, I don't know maybe with very  high treat quality result it will do something, but by itself it looks like it do nothing with disease. Horse doze of antibiotics is only relaible way to deal with them(it have sense, but I think there must be at least some aspirin in this red box)

I think treating must reduce severity ticker speed, otherwise I don't see what is point of it(it do nothing) in case of some diseases.
#32
I think floating text is fixed already, at least it stop doing it for me lot of updates ago.
Do not understand what is wrong with darkness.

What is new for me in recent updates is mechanoids running loose at the start, like WtF. Something wrong with mapgenerator.
#33
.Maybe I miss or broke something but "smelting weapons" on weapon crafting table seems do not work for me. I allow all and there definitely some weapons around but it say no materials
I remember I somehow disassembled weapons to various pieces in some version but I don't remember how I did it. What I need for it?
#34
"Storage descriptions fix" give naming event for me. But I still do  not see hospitality visitors (100k/ 1year/ Classic start / Cassandra)

Some minor issues with it

Building a "window" throw error instead of spawning it (but I found frames in random drop pod)

Exception in Tick (pawn=Irwin, job=FinishFrame A=Thing_WindowSpawner_Frame390060, CurToil=2): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.RoomQuery.RoomAt (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetRoom (IntVec3 loc, Verse.Map map) [0x00000] in <filename unknown>:0
  at SK.Building_Window.SpawnSetup (Verse.Map map) [0x00000] in <filename unknown>:0
  at AlienRace.GenSpawnAlien.SpawnModded (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

"Odin Hammer" (raiders bomb) have no stockpile configured and littering ground around
#35
Quote from: Owlchemist on January 10, 2017, 10:57:21 AM
This problem may be overstated, after looking into it some more. It's nothing new, for starters, HCSK 4.x had the same problem.
This message maybe is not the problem but some problem exist.

I periodically download new SK builds and start new games.

And I don't know maybe   it depend on SK build or position in the world but in first runs there was no people  at all(only insects) then, I think when hospitality was introdused, I was visited with regular traders and  random guest people. Than in late builds game  stop spawning tham at all(no people for more than a year, I do not talk about starting person join event, it different) but I saw some raids. With today build and start I was visited with some random dude in a first days.
#36
 I installed latest build and do not know where this devil tongue thing from but it seems like very performance hungry,
I suppose it's because it dynamic nature, every plant do some evaluations every tick.
It's cute but I wish they do not.

By the way I saw random guest finally this run, maybe just luck with fractions but maybe something was fixed.
#37
Yea. They now love to hoard some food in inventory(I suppose it's a16 thing), and I realy don't like it for several reasons. CR restrictive inventary force them to drop anything not allowed so they drop it but then they want to take it again and it turn in crazy loop. Work around is not using loadouts or to allow in loadout  piece of food they try to take. I don't like both.
I wish  possibility to stop this food taking behavior as default(I can always add food by CR if I realy wish).
Also maybe change strict loadout rules to ADD, if this possible,  it will have some disadvantages but can be more handy in general(but this is CR topic).
#38
Quote from: sidfu on January 08, 2017, 04:03:30 PM
simple.

1. make a bed with anything that has a min of 95% immunity gain.
2. have them rest till healed.(this is a must as if they not in bed immunty gain is slower)
3. meds not nesscarry but doing it altest once or every time if u can afford it speeds recovery.
4. keep the room they in clean and heated/cooled.
5. keep a track of their time for treatment so they dont get missed.
I make 120% immunity  beds from sloth and keep them in it. And they are allways die anyway.  I tend and feed them in time but tending and meds do nothing with severity\immunity rate(I see it in debuginfo). So it not so simple. With plague it maybe will work.
#39
Is there a way to cure malaria? I have default  red meds but tending do nothing with it. It always kill some of my people. What is supposed way by design to deal with it?
#40
Goo Poni
Very non polite tone you choose, considering half of your issues are already fixed and half are not issues

#41
Looks like I can't hit gnawlers(?)(plunders event) by weapons. All bullets just fly through.
Not sure but maybe this is related:
Exception ticking Bullet_303British_HP223627: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.CompSuppressable.get_parentArmor () [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.ImpactThroughBodySize (Verse.Thing thing, Single height) [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.CheckForFreeIntercept (IntVec3 cell) [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.CheckForFreeInterceptBetween (Vector3 lastExactPos, Vector3 newExactPos) [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Not sure but seems like raids still do not work, but at least I see other people now.
#42
Small video about  tank versus cannon  (Not sure is it ok to post it here )

https://youtu.be/2IgRsTFYxTA
I shoot it from small arms mostly in hope to damage sensors, they are less protected somehow
Machinegun one is most safe  I suppose, and now I have  AP ammo for sniper rifle.   
#43
 If our people was at your territory and died  - most likely you are douchebag. If our people meet our enemies and you did nothing than you are douchebag. If you are douchebag then is ok to raid you and steal your goods and women.
#44
Quote from: joaonunes on May 30, 2016, 07:53:59 PM
I cant explain better than this...
I made a video. Not because it's explanes better but because I love to make them. :D
https://youtu.be/4L-vpwNCzlA
#45
Quote from: magik20 on May 29, 2016, 11:36:22 AM
is there any way to have pawns self-equip the right ammo for the gun they are carrying?  I'm finding the amount of micro-management needed to make sure they have ammo a bit pain in the ass.
.I do not give them anything in direct way. You create loadout like -
pistol
60 HPammo( button near weapon for correct caliber) 
        or
bow
20 stone arrows
knife and simple  meal
And then assign these loadouts, like "sniper" or "knife"  to people. First time it's usually need to draft-undraft if you want to them to take things immediately and after that they try to keep amount of things by themself (put to storage things not needed and take things they lack)

At least this is how I manage it. It's a bit inconvenient at first and sometimes frustrating in emergency situations but I used to it and most of the time do not have problems with it.


By the way  - love this mod,  thanks for it.   Only somehow problem I see, if to call it like this, it's enemies do not care to much about  their friends when shooting and often kill each other, but do not think it can be solved. And quality of life feature request - global  loadout presets  -  save and load loadout and apparel preset selection for whole colony, something like df alarms but not realy