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Messages - Mackinz

#16
Here is my load order:





Whether is it a good load order is another issue. I tried to organize it a bit.

Edit: I tried removing all my mods and starting a new colony. No issues. Two raids in~20 days. Average.

Now I will try with half the mods, mostly using UI or texture mods. I have a sneaking suspicion that the issue is related to Hospitality but I am not pointing fingers.
#17
Quote from: BlueWinds on September 20, 2016, 02:38:50 PM
It's not the mods - A15 Casandra is simply brutal, regardless of difficulty. Events, events everywhere, every day, continually. Difficulty can make the raids smaller, but they'll still be occurring constantly.

I've been playing Phoebe Chillax, who's maybe a little bit slow, but still not as slow as she used to feel, and IMO a far more reasonable challenge. Looking forward to A16 and some rebalanced storytellers. ^^;;
My last colony, which I successfully played for five in game years, had 22 colonists that all evacuated into space, and was set to Cassandra Classic on Rough, was made in Alpha 15 Unstable a few days before the official release of Alpha 15. It didn't face nearly as much difficulty as my new colony.

I've been watching some Alpha 15 LPs that haven't faced as much difficulty either, at least supplied by the game as the skill level of one is... atrocious.

And I've had other colonies as well, during Alpha 14. Cassandra wasn't remotely this bloodthirsty. Unless I misread patch notes, there should have been no difficulty spike between A14 and A15, let alone A15 to A15C. That is why this ridiculous amount of events is so shocking to me.
#18
Quote from: Dingo on September 20, 2016, 02:08:02 PM
I use or have used a lot of those mods and I don't think any of them change storytellers. It could technically be a conflict with some of the DLL assemblies they use, I know Hospitality used to cause mod conflicts sometimes with pawn behaviour. Judging by the list I don't see how these mods would do what you're describing here, though...

Did you start a brand new game with ALL of them enabled? Also, how does your load order look?
I started a brand new game with all of them installed, yes. As for my load order... I can't take a screenshot of it right now but I'll post one when I can.
#19
Quote from: Dingo on September 20, 2016, 01:18:11 PM
It might not be a mod causing it, per se. Maybe you have so many extra things in your colony that wealth is ridiculously high and the storyteller thinks you need to be tested?
As I said at the end of the post, colony wealth is 28,000 and the colony has existed for 25 days. I doubt that's a factor in the number of raids I've gotten (~15 in 25 days?), whereas I understand that raids become stronger the higher your wealth.
#20
Apologies if this not the appropriate forum section for this. Cross-post from Reddit:

I installed a bunch of mods for Alpha 15 after successfully launching my first colony into space. With all these mods installed, I made a new colony and within a handful of hours I have been raided approximately 15 times, sometimes several in the same day. Getting a random cold snap while my colony is slowly dying of starvation was the last straw.
Does anyone know of a particular mod which does this? I am just playing on Cassandra Classic, Rough, which should not be this absurd. The frequency of incidents is astounding...
Here's my mod list:
(I play through Steam and use the Workshop.)
If anyone has some insight, please feel free to share.

Additional information from Reddit thread comments:
Game version 0.15.1284 (latest version)
Wealth is currently ~28,000, and the colony is 25 days old
Events that occur do not include just raids, as I am also getting an inordinate amount of visitors and traders coming by
#21
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 19, 2016, 04:17:14 AM
Quote from: AtomicRavioli on September 19, 2016, 02:29:02 AM
Quote from: Mackinz on September 19, 2016, 12:13:10 AM
Does Zhentar's comment mean that CCL for Alpha 15 has much better odds of being developed now?

Possibly, but if you are looking for a guarantee, you aren't going to get one.
If I were looking for a guarantee, I wouldn't have asked about probability. That in itself assumes uncertainty.  ;)
#22
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 19, 2016, 12:13:10 AM
Does Zhentar's comment mean that CCL for Alpha 15 has much better odds of being developed now?
#23
Your mods and mod updates are rather amazing. Have you considered uploading them to the Steam Workshop as well as here? Many people would enjoy your animal related mods, for example.
#24
Mods / Re: Animal Pack [WIP]
September 06, 2016, 06:48:26 PM
Quote from: Shinzy on September 06, 2016, 05:36:49 PM
Quote from: Mackinz on September 06, 2016, 05:28:49 PM
Peacock should be Peafowl as Peacock refers to the male Peafowl while Peahen refers to the female. Peafowl is the general term encompassing both.

that's... oddly interesting information I didn't even know
(daydreams about Cumberbatch narrating peafowl documentary)
Quote from: Coercion on September 06, 2016, 05:44:18 PM
Alright, peafowl it is.
Yeah, peafowl are treated like chickens in their naming, just with "pea" at the beginning.

Plural - Peafowl
Male - Peacock
Female - Peahen
Baby - Peachick

Since RimWorld generates different names for animals depending on their gender or age (ex. Pig, Sow, Piglet), that feature could be used for the various animals in this mod, including peafowl.

QuoteI removed the vanilla monkey because I think the model looks out of place and strange (e.g. has legs, blurry, large, floating, etc.) Maybe I will leave it in.
You could also modify it to address ypur issues with it! :)
#25
Mods / Re: Animal Pack [WIP]
September 06, 2016, 05:28:49 PM
I'd like to make one quick fix to my previous suggestion: Peacock should be Peafowl as Peacock refers to the male Peafowl while Peahen refers to the female. Peafowl is the general term encompassing both.

Also, since there are so many other monkey types available in Rainforests, why remove the basic "Monkey"?
#26
Mods / Re: Nominate a mod to be included in RimWorld!
September 06, 2016, 04:25:54 AM
Some mods I think should be in vanilla:

Trading Spot: Prevents unwanted friendly fire on traders during Raids. Forum Link
Mending: Allows repair of damaged clothing which would otherwise be discarded or sold.
ReclaimFabric: Allows the salvage of fabric from clothes, rather than discarding or selling them - especially useful for rare materials.
Miniaturisation: Allows the ability to easily reorganize a base and/or workshop, rather than wasting resources by deconstructing and constructing things. Forum Link

Primarily Steam links since I joined the community through Steam.
#27
Mods / Re: Animal Pack [WIP]
September 06, 2016, 02:55:49 AM
Glad to see someone is working on adding more fauna to the Rim! I've been playing the game for about a month now and I really think the game is missing out on its relative lack of diversity. I'd like to suggest Peacocks be added because of their association with rich people (at least in my area) and the existence of Glitterworlds and rich explorers. They could basically be a reskinned Turkey that lives in rainforests. I'd really like to see them added through your mod if possible.

Also, geese are rather vicious birds so maybe they should not necessarily be considered "Domesticated"?