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Messages - nuschler22

#121
Outdated / Re: [A13] [GUI] Enhanced Tabs
April 26, 2016, 08:01:35 PM
Is there an "All Haul" or "All Clean?"  Something where I can designate everyone to do it and then set them back to normal work.

How would I use it?

Thanks. :)
#122
Quote from: jackarbiter on April 26, 2016, 07:32:32 PM
The loadouts keep it from being too much micro for me. I think a few tweaks here or there would resolve most issues for people, like a modded "no gun, low food" type alert about low .303 ammo (since there are so many types now). But I'm liking this better than the infinite ammo version, and I think when it's balanced right a lot of people will come around to the ammo side of things.
 
As for making ammo, you tend to make stacks of 500 pretty fast.

I think something was wrong with your game nuschler; in mine I could make ammo and my handgun pawns were deadly accurate up close.

Might be.  It was so bad it was comical, but frustrating.  My "good" shooter wasted about 75 rounds trying to shoot a mad squirrel on the other side of a fence.  I finally reloaded an earlier save and let my colonists melee it.

Using one of the rifles with a decent range, I tried to pick off siegers.  Once again, about 100 rounds later, I don't think he hit one, even as they ignored him and moved closer as they built.

I'm using this with RimFire so maybe there is a conflict.  I might try using just this.
#123
Quote from: skullywag on April 26, 2016, 05:08:11 PM
Quote from: nuschler22 on April 26, 2016, 02:09:43 PM
How do you store more than 75 on a space?

I'm using the wooden pallet for materials, and the haulers will only load 75 per space.  Thanks. :)

Every building in extended storage should store a lot more than 75 in the storage cell and 1 stack in the input cell. Are you seeing different?

I am.  For a wooden pallet, it's only stacking 75 per cell.  Maybe I'm missing something, what do you mean when you say "every building?" 
#124
Quote from: Endoric on April 26, 2016, 07:16:25 PM
Wow thats great.  I want the eggs forbidden because dumb dogs like to eat them. 

As far as feeding the chickens, I tend to do small hills maps and very large grass animal area.  I put a TON of sleeping spots in the zone where I desire them to go at night. I also kill all but 2 or 3 males or sell them.

I tried that, but kept losing them to predators.  I had to pen them up behind wood fences.
#125
Quote from: DestroyX on April 26, 2016, 07:25:22 PM
after playing around with it for quite a while i'd say the same tho, the ammo thing is a neat idea and all.. but its just so much micro and clutters everything its not even fun..

I didn't find the few traders that stopped by ever had any ammo.  And, for me at least, the machining table didn't have a bill to make it.

I had hundreds of rounds for two types of weapons.  Unfortunately, that outfitted only two of my colonists (of five).   I had quite a few handguns, but none of my colonists could hit anything with them so using them was futile.

:)
#126
I don't remember the aim being so bad in Alpha 12 for everyone.  I can't find the "aiming" stat, perhaps I'm missing it. 

I have a guy with 12 shooting and he can't hit anything with a decent firearm. 

Feels like something's off.  Maybe it's just me.  People are wasting lots of now precious ammo shooting at something 1 or 2 squares away and not hitting anything.  I'm skipping the shooting at this point and just having colonists melee raiders which is hardly the point.

I know a lot of hard work went into this and I appreciate it, but after using it for as long as I can remember it being available, it's a bit too micro-management for me at this point.
#127
Quote from: porcupine on April 26, 2016, 07:05:45 PM
Quote from: Wishbringer on April 26, 2016, 06:24:29 PM
Think it would be a good idea to release the ammo stuff in a separate package, like so CombatRealism_Ammo.
A lot of people doesn't like the ammo management, and having an option to use it would be greatly appreciated.

There is little/no merit to wasting development cycles to remove features specifically, and painstakingly added to the mod.

If you don't like the core component(s) of the mod, then don't play with it.  The whole point of combat realism, is to add more realism, it's in the name!

Some people, including me, find it to be too much micro-management.  Stop taking thing personally when it's not even your mod.
#128
Thanks so much for moving the topic with no help.
#129
Quote from: Aatxe360 on April 26, 2016, 05:03:30 PM
This should probably be in the Bugs Thread.

So you know it's a bug and not part of the game we don't understand?  It's just as likely I'm doing something wrong that someone can comment on and help me with.
#130
General Discussion / Re: General base layout
April 26, 2016, 04:18:05 PM
General Base Layout.  (Salute)

https://www.youtube.com/watch?v=fmAWIDI4ZgY
#131
Starting a cave colony and I've just mined out four 6 x 5 rooms along with a hallway from outside to inside. 

The hallway is two spaces wide and the entrance has a door next to the cooler (which is pointing the right way, cold in, hot out). 

The rooms have vents with closed doors.  The rooms are all 70 degrees.  The hallway inside stays from about 130 to 150f or so.  The outside temperature is about 85 for a high and low 70's at night.

The placement of the cooler doesn't seem to matter.  I removed it completely and have the same results.   

If there is a geothermal spring somewhere nearby, it hasn't been found and I've never seen this result anyway before.

Edit: Definitely no geothermal nearby, I used dev mode and removed all the mountain.

Ideas?
#132
I might be missing it, but I can't find any category to store tactical vests, backpacks, etc, to make a stock pile.

When I attempt to haul it, it says that there is no empty place to store it and I have a stock pile that allows everything.
#133
Quote from: jackarbiter on April 26, 2016, 02:55:29 PM
Quote from: nuschler22 on April 26, 2016, 02:25:46 PM
Thanks.  Does it require a special research?  I have a machinist bench and don't see any bill that allows ammo crafting.

Nope, if you have a (machining table, I called it the wrong thing earlier) it'll make all the stuff, ammo and guns, unless something has gone wrong.

Hmmm....well, I have one and it doesn't have any bill for making ammo.

Also, I assume Embrasures don't work with this.  Just tried and they won't fire out of it.  :)
#134
Quote from: jackarbiter on April 26, 2016, 02:21:27 PM
Quote from: nuschler22 on April 26, 2016, 02:17:32 PM
How do you craft ammo?

Machinist bench, same as crafting guns. Except arrows, those you craft wherever you craft bows.

Thanks.  Does it require a special research?  I have a machinist bench and don't see any bill that allows ammo crafting.
#135
How do you craft ammo?