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Messages - Sebastian Cigar

#16
Quote from: Maeyanie on December 23, 2017, 03:10:09 PM
Quote from: tase on December 23, 2017, 02:35:14 PM
So how's the 'A18' branch faring? Is it playable enough?

I haven't noticed any significant problems. At least, none for which I can blame CE. ;)
Melee combat just doesn't work for me, about 90% of all hits are repelled somehow, colonist or not. And I have to hold down the speed up button because the game keeps giving me dev console logs (cant be bothered to check what exactly they are ATM, but they werent red-fonted) when a fight is in progress. Also, with no 'Wildlife Tab' mod for B18 I have to manually search for a certain predator at least once in two days  because apparently it'd be trying to use 'Teeth' which is not a body part. Cougars can't even finish off downed rats for some reason.
Mortars don't work, there's no GUI for it and the game goes into permanent error throw mode when I select a mortar.
Also there's this crazy 1500% dodge chance perk that shows up on newly-spawned pawns from time to time.
There's also something wrong with exploding bullet trajectory for me, combusting bullets are divided into yellow bolides that can actually cause damage, and black shades that travel VERY slowly, cause no damage on impact (or don't collide with anything at all) but can reach across half the map.

I'm not saying that this is a bad mod or anything, I just can't imagine playing Rimworld without Combat Extended at this point, and I do realize that the current version, the one I'm using, is experimental and unstable. I'm just giving you my experience which is 99% affected by mod interference, and my game is heavily modded.
#17
So-o, does this mean I can now have my own bear cavalry?!
#18
Releases / Re: [B18] Prepare Landing (v0.6.0)
December 10, 2017, 10:42:00 AM
Hi there
This new god-mode thing you implemented is great but it doesn't seem to function well together with Map Reroll for me, after first reroll attempt the stone types change back to what they used to be
Edit: Not always, at least. I've just had a successful reroll with all custom settings preserved. Weird
#19
Hey
The mod doesn't seem to work properly with Nature's Pretty Sweet. When I tried to reroll a Desert Oasis, the oasis that's supposed to be in the middle of the map didn't appear :(
#20
Hey, I think I've just had a tribal raider spawn in with an Improvised Pistol - is that intended?
http://puu.sh/wX81Y/ef495d8b43.jpg
#21
Outdated / Re: [A17] Portable Power Generator A17.1
July 27, 2017, 02:35:51 AM
pu-pu-pu-pu-pu-puh-downloading
#22
Sorry but I've already tried that, and I've just tried again. It just won't work, whether I place the Reclaim Fabric below or above CE in the mod load order.
#23
Doesn't seem to work for me; attempting to reclaim fabric from any type of clothing yields absolutely nothing, regardless of performing crafter's skill level. And I think this might be because of Combat Extended. Any tips? Which of these two mods should I load first?
#24
Hey, I've just seen a wild Giant Spider mess up a scyther, the poor mechanoid apparently attacked him first, then the huge arachnid spun him up, dragged him away (eh?) and devoured him in his nest within a couple days. I don't think this is normal...
#25
Releases / Re: [A17] Prepare Landing
July 23, 2017, 01:07:07 AM
"An error occured. Please see the "World Info" tab for an error description"
^ Ah, there we go, solved. The World info tab provides the output for terrain filtering attempts even if 0 were found. It's just that the "error" part of the message made me think it was a mod conflict or whatever. One might find this mod tricky to use if they're hungover  ;D
#26
Any chance this will ever be updated to A17? Can I use the A16 version with the current game build? I love this mod  :'(
#27
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 18, 2017, 09:18:43 PM
Yeah, maybe you could either make the hosts eat a lot. Like, really a lot, almost as much as alphabeavers. Or you could change the breakout mechanics, make the larvae completely rip host's abdomen apart, dealing severe damage to their stomach, liver and torso BUT not outright killing them in the process, leaving them merely an hour or two away from death
#28
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 18, 2017, 04:09:44 PM
You can still tell who's infected by the major boost to blood pumping the victims appear to have. Is it possible to make the infestation completely hidden?
#29
Outdated / Re: Space Worms 0.1 (Beta) (A17)
July 17, 2017, 07:16:45 PM
Looks very promising, I definitely want that in my game
I love this kind of mods that add complications, here you can either try to counter them and enjoy the show or use it to your own advantage.
#30
Outdated / Re: [A17] SeveralPuffins mods for A17
July 02, 2017, 10:33:43 PM
Hey, I've just noticed a bug of some sort
If Peace Talks event occurs while the negotiating faction is raiding you, the attacking pawns will keep their assigned tasks such as "ignite wall" AND become friendly. Trying to stop them incurs a standings penalty and a kick back to hostile relationships. I have a crapload of mods though, could  mod interference be the cause for this?
https://puu.sh/wAaNk/b7cc616238.jpg