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Messages - kcirdor

#31
Mods / Re: Order pawns in top bar mod?
October 04, 2016, 03:38:16 PM
Quote from: BlackSmokeDMax on October 04, 2016, 10:25:22 AM
I think KillFace's Colonist bar does some re-ordering, not sure of the exact procedure or amount of ordering configuration as I haven't used that part, but take a look:

https://ludeon.com/forums/index.php?topic=20771.0

You can sort by age.
#32
Quote from: AlphaMason on October 02, 2016, 04:39:27 PM
Quote from: chumbaba on September 28, 2016, 04:24:56 PM
should I just alter this to the new version?
-edit on about file

<targetVersion>0.14.1220<


EDIT:
whoohoo I did it and it works.
feels like I got a level from total noob to wanna-be-modder
thx^^

I noticed this too in the about file and I quickly changed it and it worked.  Anyways, if and when are your other mods going to be updated.  I'd like to see Work Tab mod updated to alpha 15.

They are working out a bug in CCL, so there is no ETA on Work tab just yet.
#34
Outdated / Re: [A15] Alpha Animals
October 03, 2016, 02:03:16 PM
Quote from: marvin__ on October 03, 2016, 01:48:52 PM
Can I add this on a existing save file?

I did, got immediately attacked by Artic Lion manhunter pack.
#35
Quote from: kcirdor on September 30, 2016, 03:55:53 PM
a Spacer refugee. Spacer's never attacked(this is the second time I've noticed the Spacer's didn't attack), which seems like bug but I have no idea which mod would cause that, possibly Faction Discovery since I don't know the Spacers yet. 

Just want to note, in my current game I got two Spacer pod drop refugee's with no follow up attack.  I later got a pod drop refugee from a known faction.  The faction immediately followed up with an attack.  So the default failed attacks from a Spacer pod drop refugee has to be a bug or an unintended perk, rendering the the spacer refugee event nothing more than a joining wandering wanderer with a choice.
#36
Outdated / Re: [A15] Alpha Animals
October 03, 2016, 10:26:17 AM
Are the animals Butcher-able?
#37
Thank you for the heads up on MP3 conversion.
#38
Outdated / Re: [A15] Better Pathfinding
October 03, 2016, 09:56:47 AM
People may not know the optimal path their first trip, maybe not even their second trip.  But after 100 trips they better damn well know the best past to take. Also, the Pawns make so many dumb decisions like hauling that 4 stack of steel from across the map, and then going right back to the same location and hauling that 6 stack of steel that was just barely out of range for multi stack pick up previously.  Thanks for the mod.  This is just a straight forward installation for a mod, right? Drop in the mod folder?
#39
Is it possible that once you reject a Wanderer they are no longer available in the pool or significantly lower in choices. My current game, I had the same wanderer try to join my colony 4 times.  I just accepted him on the 4th try.  I rejected him because I didn't like the traits, but come to find out his stats suck too which makes him a  primary cleaner/hauler I guess.

For reference... Two of my colonist are Bro/Sis, their mother joined as a Spacer refugee. Spacer's never attacked(this is the second time I've noticed the Spacer's didn't attack), which seems like bug but I have no idea which mod would cause that, possibly Faction Discovery since I don't know the Spacers yet.  But anyway, he was the mothers husband and the father of the two other colonists.  When I first rejected him, they got divorced. Then he pops up again as the father of the bro, and then the father of the sis, and then the ex lover of the mother again. So I said to heck with it, Rimworld wants this dude in my colony.  He shall be the one that goes rescue people in a fire fight or the dumb one to go set the Hive on fire.
#40
http://imgur.com/gallery/0ZnKd
Here is a look at my 5th or so go at this map.  I haven't checked the spawn ratios for 1.2 yet, but I just want to note that there are currently zero Elephants on the map,  currently the map is over run with Prey and only a handful of big cats.  I imagine the wildlife balancing is difficult to tune in.
#41
Quote from: Too-DAMN-Much on September 28, 2016, 04:56:48 PM
Quote from: kcirdor on September 28, 2016, 04:49:05 PMEdit side note:... Never look up jungle beavers.

that was surprisingly tame given your warning :P
curiosity won :D

I looked it up, and read the urban dictionary entry and thought thank you for moderate safe search settings at work.
#42
Devilstrand survives Blight so it may survive fallout too.

As for the Elephants.  I dig it, how is the regrowth rate on trees?  I mean I can harvest an area for wood pretty regularly each season or so, so it seems to be a nice balance if they make a clearing.  I guess they would just keep moving and clear out the next area while the prior area regrows.  It would also balance out the fact that it Rains non stop so no fires really take down area's of the map.

Edit side note:... Never look up jungle beavers.
#43
Ah, I also believe I had the Alpha Beaver and a Flash Fire that wiped out over half of the maps trees, then the big cat mass death occurred.  I guess the Elephant ratio, which doesn't appear to have changed, was high enough to spawn new elephants throughout my play through that I never bothered hunting.  I didn't know they were tree killers or else I may have tried to hunt them more.  So the elephants in unison incident had multiple factors that lead to its cause.

BTW, the Alpha Beaver Event still occurs.  But could that be related to story teller mods?
#44
I have one suggestion, maybe make the starter factions level appropriate.  I spent a good 30 minutes randomizing Pawns for a Crash landed start only to be saddled with one of the hostile Commando factions that probably came from an entirely different mod.  First raid the dude came in full power armor and a incendiary pulse rifle.  Which my wooden walls and wooden dead fall traps had little to no effect on him. He just beat down the wall and killed the visiting caravan and wiped my colony after day 2 or 3.  I hope I still have the save for that one because I didn't check my wealth but I didn't start with anything special besides a Warg for my random pet.
#45
I'm not sure if it would be this mod or the Hospitality mod, but I've had the Spacer Refugee event happen a few times since I installed them, and I appears that the spacers never attack after the Refugee's pod lands.  I assume it is because I don't know the Spacer faction? i dunno. Maybe it is completely unrelated.