Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - kenmtraveller

#31
Outdated / Re: [A17] SeveralPuffins mods for A17
September 13, 2017, 09:20:41 PM
It was quite awhile ago, I'm not sure, but it was just recon and discover and a couple of other mods.  One featured enhanced mechanoids and some better turrets.
I was not the only person reporting issues 1) and 2).

Ken
#32
Outdated / Re: [A17] SeveralPuffins mods for A17
September 13, 2017, 04:16:38 PM
I recall 3 bugs:
1) on crash maps with pawns that could be rescued, often rescued pawns would get into a wierd state where it would say they joined you but they actually wouldnt
2) on some generated maps (I saw it on the crashed ship map and also the castle map) the game would enter into a state where it would autopause on every tick (without pause on exception being set).
3) on one map (I think it was a muffalo stampede encounter generated on an overland journey) I got a crash, and at reload time was unable to load my save game.
#33
Outdated / Re: [A17] SeveralPuffins mods for A17
September 12, 2017, 01:16:30 PM
It's too bad, Recon and Discovery, while buggy, was really ambitious in a good way.  Has anyone in the modding community contacted the author and offered to assume ownership?

Ken
#34
HardCore SK has a great deal of what you're asking for here.  I would suggest you try it.

Ken
#35
My colonists use a mod joy table (reversi, I think).
It seemed to me that it didn't work until I placed the chairs on the horizontal sides, instead of above and below.

Ken
#36
Thanks for the tip about catapults, they helped me defeat 2 poison ships and a psychic ship.  I had to call in 3 sets of friendies on each one to wear them down, but it worked.
Unfortunately, a little after the psychic ship I got a straight mechanoid attack of 2 scythers two stalkers and 3-4 crawlers.  Even with 4 assault rifles and 2 mortars  (which suck, by the way-- catapults are actually better due to rate of fire, which is wierd) , along with several high skill melee guys, my colonists had no chance.  Feels like heavy weapon emplacements would have helped, but they are gated behind the high tech workbench and I had only recently gotten enough ultrasolid metal to build it.
Hopefully they'll balance the mechanoids soon!
Ken
#37
I'm sure you are right.  I was able to reliably win randy extreme in A16, but the combination of all of the AI fixes in A17 , CE, and HCSK has been hard to figure out.   I currently play Rey Rough, btw.
I'm glad to hear that Mechanoids are being rebalanced.  I no longer have significant problems with non-mechanoid raids, but I have difficulty inflicting sufficient damage on mechanoid scythers and stalkers before they kill me.  I can handle lone centipedes by kiting.

I'm thinking that I'm not investing in weapon production early enough.  I think I'm in year 2 and I have yet to build my own rifles.  My current strategy against poison ships (on my second one now) is to partially wall it in at 3 distance, then place 5-7 IEDs in the way out, then trigger it, after placing more IEDs on where I think they would likely assault my base.
That didn't actually kill any mechanoids, so i then called in help from two friendly factions in succession, however the orassans showed up without weapons and the others were medieval.  They did inflict some damage on a scyther.
I'm now debating whether it will be useful to ask for more help -- I do have around 3000 silver -- or not.  Only my survival rifle does significant damage against the mechanoids due to their armor, and the scyther seems to be more accurate , with better damage and longer range.
How would you handle this situation?
Ken

Quote from: sidfu on August 03, 2017, 07:51:51 PM
most of u find it hard as u still stuck in vanilla mindset. the skynet mod and darkness event can be disabled if u dont like that's the reason they separate mod.

darkness is easy event just put a bunch of torches out and easy to bypass.
mechs are in process of being balanced.

@ignzflam  on buildings its call progression. each type is better make more items or different items.
#38
My two cents:  I agree about the terminator event, I disable it also.  I don't like such a scripted event happening in my game.  And it bugs me that a lot of the other bad events are way harder for me as a result, since I don't have an OP terminator to, for example, fight mechanoids with.
Abomination is very hard unless you have better weapons than the starting ones.  I just execute the colonist now, but that's very metagame.
I don't like the darkness event, it's also disabled in my game, but mostly because it's a dice roll whether or not a colonist is out in the field when it happens.
I don't have an issue with amount of predators, and I don't think there are too many buildings.  I do agree that salting meat should be on the cooking table, so I can prioritize it relative to other cooking tasks.

While we are on the subject, I think mechanoids are currently way too powerful  with CE/HCSK, especially stalkers.

And yeah, the modpack is amazing... I basically play 1 game of vanilla each release now, and then switch to HCSK.

Ken
#39
Hey,
with regards to the minified furniture bug, here's what was in my save file:
<thing Class="MinifiedThing">
                  <def>MinifiedFurniture</def>
                  <id>MinifiedFurniture368549</id>
                  <map>0</map>
                  <pos>(124, 0, 65)</pos>
                  <health>100</health>
                  <stackCount>1</stackCount>
                  <innerContainer Class="Verse.ThingOwner`1[Verse.Thing]">
                     <maxStacks>1</maxStacks>
                     <innerList />
                  </innerContainer>
               </thing>

Hope this helps!  I'm going to delete this fragment, hopefully that will fix my trader problems.
#40
pretty sure it was a hide bed, something happened while I was moving it and it got duplicated;  a minified version was left along with the actual moved bed.

I would assume it would be in my save file, how can I find it?  I'll post the details.
Ken
#41
Hey, I've gotten a bug where I can't trade now, it's the second game it's happened.  I think it's related to a bug where a bed got duplicated /minified version got left on map.

https://gist.github.com/43acb3553ea38a3932b189c022bcb4fe

Has my logs if anyone wants to look!

Exception drawing MinifiedFurniture368549: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.MinifiedThing.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings(DrawTargetDef)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

No objects tracked, memory tracker markup may not be applied.
Verse.Log:Message(String)
Verse.Profile.MemoryTracker:LogObjectsLoaded()
Verse.DataAnalysisLogger:DoLog_ObjectsLoaded()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<DoListingItems>c__AnonStorey5D0:<>m__B99()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugLogMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

JobDriver threw exception in initAction. Pawn=Stone, Job=TradeWithPawn A=Thing_Human409253, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TransferableUtility.TransferAsOne (Verse.Thing a, Verse.Thing b) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferableMatching[Tradeable] (Verse.Thing thing, System.Collections.Generic.List`1 transferables) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_TradeWithPawn+<MakeNewToils>c__Iterator3F.<>m__B6 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=TradeWithPawn, curDriver=RimWorld.JobDriver_TradeWithPawn
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Ken

#42
I'd suggest trying the HardCore SK modpack.  It ramps up the difficulty and makes the game much more complex.  It's definitely prolonged my interest in the game.
#43
I also use the honeypot cave strategy, but had been wondering if filling in previously mined areas worked. Thanks for confirming!

Ken
#44
Yeah, I do this too...in my last game I had both plasma grenades and stick bombs and used them to deal with a poison ship semisuccessfully (only one casualty).  But, I don't see that approach scaling well to fighting 8-10 mechanoids b/c of the need to get so close. 

I think it's pretty wierd/exploity that the main way colonies acquire initial adequate defense is when friendlies/visitors come to help and die.  I guess it makes sense, though.  In my case high tech friendlies decided to help against an infestation and all were downed, I managed to rescue 3 of 5 and captured all 5 of their LMG-15s, and afterwards battles vs raiders got way easier.  But, those weapons don't work well against mechanoids, at least w/o AP rounds (which require depeleted uranium, another resource I don't have at the time mechanoid raids start).

Do all of the turrets require a kit purchased from a trader?  I deferred researching turrets b/c I was lacking cash to buy that sort of thing anyway.

Quote from: Slipshodian on July 13, 2017, 02:42:03 PM
I try to hoarde some explosives if possible, since even stickbombs tend to hurt them a lot more than bullets do. One colony i had survived despite a very early poison ship landing a stones throw from my entire base, solely because i 'liberated' some plasma grenades from a passing traveler, by injuring them badly, then patching them up and letting them go. There's no way a single rifle and pistol would have ever taken out the two mechs that spawned from hitting it, but the grenades crippled them quickly enough that they couldn't aim at all when firing back.
#45
Also, I'm curious what people's early/midgame research priorities are?
I generally try to get the ammo bench early, then embrasures, then  windmill/batteries/coolers , and only after that do I start working towards advanced crops (I start with potato seeds) and advanced workbenches.  It appears to me that after that one should get the coal generator and drilling rig/oil refinery/petrochemical laboratory, since these gate rubber, which is used for a lot of crucial things.  But, petro infrastructure takes tons of components and mechanisms, so not sure if I am attempting it too early.

Ken