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Messages - captainradish

#16
Quote from: orcinator on March 25, 2017, 11:54:19 AM
Quote from: captainradish on March 25, 2017, 11:11:52 AM
Quote from: XeoNovaDan on March 25, 2017, 11:08:09 AM
It's probably not going to see release until A17 comes out, if I was to guess. Do you have your hunter on 'Aimed Shot' mode? If she's on 'snapshot' mode, that's basically like being trigger-happy.

Yep, their set to aimed, single shot. It probably doesn't help that the AI decides to try to snipe from 150 yards away. :(

I think I'll switch from hunting to fishing instead.


Hunting is one of those things that's horribly inefficient unless you do it manually by drafting the pawn. Hope there will eventually be a mod that makes it less shit.


Bringing back whatever mod let melee pawns hunt would be nice too.

Yea, and the recent changes to the fishing mod makes it so you cannot automatically limit how much fish you have. That's annoying. I'd love it to be able to set up a hunting queue that only allows fishing.

EDIT: I found a mod on Steam that allows Melee hunting again, so now I'm happy.

EDIT2: It doesn't work with combat realism, dammit.

EDIT3: I just edited the Remington shotgun so it doesn't use ammo. That seems to work fine.
#17
Quote from: Jmall on March 25, 2017, 11:27:44 AM
My problem seems to have been lost in the abyss, so I'll repeat it.

I installed the mods as directed, and it seems to load up fine. However, my colonists don't do anything even when there's plenty to do... they just walk around, idle, until they die from starvation.

It begs the question: do you have work set up? I hate to ask, but that's the first troubleshooting question.

I seem to remember someone else having the same problem some time ago. I don't know if there was a solution.
#18
Quote from: XeoNovaDan on March 25, 2017, 11:08:09 AM
It's probably not going to see release until A17 comes out, if I was to guess. Do you have your hunter on 'Aimed Shot' mode? If she's on 'snapshot' mode, that's basically like being trigger-happy.

Yep, their set to aimed, single shot. It probably doesn't help that the AI decides to try to snipe from 150 yards away. :(

I think I'll switch from hunting to fishing instead.
#19
Can we PLEASE get it rolled into HK? Please?

These idiots waste SO MANY arrows. I'm watching one of my hunters try to kill a wild boar. She's lvl 16 shooting and has currently used FORTY arrows on the same stupid pig and hasn't hit it once.
#20
I seem to remember their being a version of combat realism being developed that had an ammo disabler built in. Is this something that's real or did I hallucinate it? Also, if it IS real, will it be included in hardcore anytime soon?
#21
Having a little problem with bridges (or I just don't understand them much). I am building through deep water and the game allows me to place the pillars. However, when I place the bridges on top of the pillars my characters walk extremely slowly on them (like the speed they would move through deep water before it was made impassible). What is up with that? Am I building something wrong? This seems to even happen on pillars that are built in shallow water. My guys will bypass the bridges in favor of the shallow water until they run into the impassible deep water.
#22
Quote from: Rhyssia on February 19, 2017, 06:21:48 PM
Quote from: captainradish on February 19, 2017, 06:02:26 PM
I'm having some issues with the manager (I think). With some of the neolithic benches I'm having "run away" production. For example, I have the manager cutting 1800 wood and making 300 planks and 300 firewood. I hadn't been paying all that much attention to it, but now I have 3000 wood, 1000 planks, and 800 firewood. The AI keeps assigning production despite having far too much stock. On top of that, it utterly ignores my stone cutter when I say to produce nothing but a single type of block and it counts my entire stock of blocks, which I was under the impression it's not supposed to. When I assigned a manual command to my stone cutter the manager paused it despite NOT having enough in stock (in this case I have 60 blocks out of 150). I don't have the manager cutting blocks at all, but it's managing the table regardless. WTF is going on?

I don't usually do manager, but if you hop on our discord someone might be able to help you out better than I.

OK, I figured out what was going on. Unbeknownst to me, you can tie production to ANYTHING and EVERYTHING in your stockpile. I had limestone block production tied to the amount of sandstone blocks in my inventory. After I corrected that, it worked exactly like it was supposed to.

The wood production must have been something similar. It seems to have fixed itself.

EDIT: To rant, what's the purpose of fences now? They don't keep out animals, so they are pretty much utterly useless IMO. It's far cheaper to just build a pallisade around your crops.
#23
I'm having some issues with the manager (I think). With some of the neolithic benches I'm having "run away" production. For example, I have the manager cutting 1800 wood and making 300 planks and 300 firewood. I hadn't been paying all that much attention to it, but now I have 3000 wood, 1000 planks, and 800 firewood. The AI keeps assigning production despite having far too much stock. On top of that, it utterly ignores my stone cutter when I say to produce nothing but a single type of block and it counts my entire stock of blocks, which I was under the impression it's not supposed to. When I assigned a manual command to my stone cutter the manager paused it despite NOT having enough in stock (in this case I have 60 blocks out of 150). I don't have the manager cutting blocks at all, but it's managing the table regardless. WTF is going on?
#24
Is there a list anywhere of animals that don't utterly spaz and try to kill my hunters? My primary hunter got killed by a sloth, which is a little embarrassing, honestly.
#25
I want to make the point right off the bat that I really like the Hardcore modpack. HOWEVER, it is sometimes a bit too hardcore for my taste. The vanilla game has come a long way since I started playing somewhere around alpha 8 or 9, but I still find myself including many different mods that often conflict. So, I feel the need to ask two questions:

1.) Are there any other modpacks floating around other than Hardcore? I remember there were a few really good ones, but they seem to have vanished.

2.) Are there any programs floating around that will tell you if you have a mod conflict? The game doesn't as far as I can tell.
#26
Mods / Re: Blank Map Generator?
November 05, 2016, 05:20:07 PM
I do sometimes miss the old way that maps were generated. They did allow for quite a few more unusual terrains.

I really really miss cave worlds.
#27
Mods / Re: Nominate a mod to be included in RimWorld!
November 05, 2016, 05:18:52 PM
I'd go for the more fleshed out version of the Ocean biome mod and the fishing industry mod. I really want to be able to build a colony on pylons far out in the water and survive on fish.
#28
Mods / Re: Prehistoric Mod
November 05, 2016, 05:17:29 PM
Well, there are the raptors of the Hardcore mod (whatever adds them).
#29
Honestly this would interest me as well. I'd like to play a more hands-off god and see just how a colony would react in a given scenario without any input from me. It would be fascinating!
#30
Mods / Re: Modify how large coastal waters are
November 05, 2016, 05:12:14 PM
Unfortunately neither has been updated past a13. The more complicated one would be pretty much exactly what I want, but it's totally broken.