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Messages - chaotix14

#121
General Discussion / Re: Cassandra vs Randy
August 13, 2016, 10:49:40 AM
Quote from: Michigo on August 13, 2016, 10:15:08 AM
Quote from: PolecatEZ on August 12, 2016, 09:24:51 PM
I personally love Randy...he actually let me get about 26 prisoners (to my 7 colonists) built up...then he let them rebel :)  The other ones will cheat you so you can't get up to that many people.  For a good 2-3 hours, I was playing Prison Architect and RimWorld at the same time :)

Once they start rebelling though, there isn't much you can do to keep them from repeating it.  Even after we managed to whittle them down to just one prisoner, he still tried to rebel constantly.  Next time they build up like that I'm starting an organ harvesting factory.  A lung, kidney, and heart add up to as much as a whole prisoner when you sell them.

You could always build your ginourmous prison out of stone and have a bunch of AC's ready to cook (or freeze) rebellious prisoners. :D

Improvised turret(s) in the corner(s), also doubles as riot control in the case of a prison break.
#122
Quote from: RetPaladinlol on August 13, 2016, 06:19:27 AM
Quote from: Andy_Dandy on August 13, 2016, 05:57:42 AM

That sounds just sad. Might be why I do very few mods. I might try that mod introducing ammo to the game, that's the sort of mod'ed content I'm looking for. Just wish it was an own free standing mod, so you didn't need the whole combat realism mod.

For sure I agree with the whole vanilla mods thing. I never really understood some of the more overpowered mods like the Embrasures one. It just breaks the entire game having a wall to stand behind to shoot from. Enemies are pathetically simple minded as it is.

It really depends on your playstyle and what the storyteller throws at you. Individual events are unlikely to end the game for you, if managed properly. A chain of events piling into a moment of perfect disaster is much more likely to end the game. And with the scenario editor you can create a game that's a lot harder.

But back to the original topic, yes there are mods that increase the difficulty, they are few and far between, but they exist. Tougher mechanoids for example, which takes the mechanoids back to their scarier pre alpha 14 state(they are pretty laughable in this alpha) and then gives them some extra. Rimsenal Though primairily a gun mod also has sub mods that you can use to add 2 pretty dangerous factions and can add 3 storytellers that each have their own idea of creating drama. Crash Landing Is another gem, it makes the crash landing start a whole heck of a lot more spectacular(it also adds random events where ship parts come flying out of the sky during the game), while you may come out of the event better than the vanilla one the opposite is about as likely if not more likely.
Beyond those there are other challenge mods hiding between the other mods, and then there are also some mods and one modpack(you want a hard rimworld experience try the hardcore SK modpack once it updates) that haven't been updated yet.
#123
Quote from: JonoRig on August 13, 2016, 08:56:57 AM
Considered changing the story teller or difficulty in options menu to see if that restarts raids, and do you still have enemy factions?

Not having enemy factions likely isn't a problem. This may be outdated knowledge(unlikely, because it would require a rewrite of the entire storyteller code), but I recall it being the case in previous alphas that the storyteller rolls the event first, then rolls who or how long. As an example it'll first roll for a manhunter pack and then which animals will be the manhunters. So, basically if it rolls a raid you get a raid then it rolls a dice among the possible candidates for the raid, and since there is one permanent enemy faction regardless of what you do(mechanoids), there'll always be someone to send.(which is also why some players adamantly keep 1 or 2 factions enemies simply to lower the amount of mechanoids to fight)
#124
Quite likely since someone who has actually dug through the code has come to this conclusion: https://ludeon.com/forums/index.php?topic=20912.msg246117#msg246117

Of course it could also be the outside temperatures(either of the extremes works), but I doubt that's what's happening in your case since you seem to describe a long silence from the attackers.
#125
General Discussion / Re: two issues/questions
August 11, 2016, 03:36:54 PM
If you are having trouble with unroofed parts and your construction colonists not building roofs just draft them, put them in the room you need roofed and lock the doors, undraft and they'll build the roof since that's the only job they can reach. If they don't build the roof at that point and the tooltip to the right while hovering your mouse indie the room still says unroofed(X), you more than likely have a support structure issue(check for any places that are more than 5 tiles from a supporting wall).
#126
Outdated / Re: [A14] Community Core Library v0.14.2
August 11, 2016, 08:32:58 AM
That explains why it doesn't work. I figured I might be able to jimmy the system by making it a comppowertrader, but alas it was not to be. Though that also serves as an explanation why nobody else has done this using CCL(because if it had worked it would have been like 2 minutes of coding, since all the groundwork has been laid).
#127
Outdated / Re: [A14] Community Core Library v0.14.2
August 11, 2016, 04:33:44 AM
So I've been trying to use the low idle power cycle to make a power plant that takes power for X time and then generates a lot of power for X time, but it seems CompPowerLowIdleDraw doesn't like to work with minuses. Because I either can't make it cycle at all(when power consumption is negative, no matter hat idle power factor I use it doesn't cycle) or just make it cycle between taking power and not taking power(when the idle power factor is negative).
#128
Quote from: Garr1971 on April 23, 2016, 05:49:44 AM
Note: start new colony needed

Actually I don't think that's needed. Yes, it throws you an error the first time you load a colony that was made without this mod installed. But if you save and then load the save no error gets thrown.

But just to be certain I'm going to look into what part exactly is throwing the error and why.
#129
Quote from: Ordessa on April 21, 2016, 12:51:56 PM
Made an account just for this, if I install this along with Glitterworld, will this create issues? Because glitterworld has it's own version of titanium that I imagine is not compatible with this titanium.

Actually they'll be perfectly compatible, they use the same def names so, depending on which mod you load last the characteristics of the titanium itself are formed. But regardless of the loading order the titanium will be usable in both mods recipes.
#130
Quote from: skullywag on April 20, 2016, 07:49:35 AM
gauss, magnets, electrical, emp...ehh it was a stretch but im not bothered this is scifi i can make it shoot pigs if i want.

without adding a tonne of stuff to the game what would you rather it did.

Not saying you should change it, I think they are just fine as they are, it's just is one of those things that once you start to think about it they become quite silly. Besides making them more true to life would make them a lot less useful, basically you'd have to think along the lines of armor penetration(turns out high speed high density projectiles have a tendency to not stop for anything smaller than a mountain) and/or explosions.
#131
Have I ever mentioned that it feels really silly to have gauss weaponry cause EMP effects? Because it really feels silly.
#132
Quote from: Axel on April 20, 2016, 05:47:42 AM
Not to mention that if it weren't for the "greedy and selfish" modders that modpack wouldn't even exist. The least you can do for these guys is give credit where it's due and respecting their wishes for their mods.

People like him don't understand that for a very big part the reason they can even enjoy mods is the goodwill of the modders, after all if they wanted they could just not have made the mod or kept it for themselves to enjoy.
#133
Outdated / Re: [A13] Elysian Flags
April 19, 2016, 04:50:27 PM
*Lights flag on fire* For humanity.

Ehrm, sorry. Too much dark Aavak in that one.
#134
Quote from: Grogfeld on April 19, 2016, 11:58:10 AM
Using CCL isn't that bad but I thought about implementing power management. It's not a big issue but with 4k power drain it's quite demanding. Lowering power demand when mining complex isn't used is a good thing, for balance you could rise demand when in use. I don't like automation, there are other mods to do it. Actually I even thought about a project to create a mine, with an graphic overlay or a grid map in custom tab that would imitate another level and a possibility to send there pawn for X hours (despawn him/her from map like Haplos Miscellaneous mods are doing ) but it's too complex for spare time I have. 

Back to topic I didn't download v0.20 but in earlier ver. I've noticed that there was no material to select for making ethanol and compost, was it a bug or other mods are messing my game?

Neither. That was me being a derpicus maximus and forgetting to add some vital information to the recipe, which has been fixed in 0.20.

Also in version 0.20 you can use milk to make compost and ethanol, through what I can only assume is magic. It's a small oddity in the categories as milk is placed in the category plant_food_raw, and since I am busy with other stuff, enjoy the probably not worthwhile exploit.

With that cleared up, down to the stuff you said prior to mentioning bugs. The automated mines, if I decide to code them, will with a 99.9% certainty be a separate mod, since I am aware it's not everyone's cup of tea(didn't exactly like the MD2 ore extractor myself, which is probably the most comparable thing).
I could make the mine use the CCL powerdraw features, it would literally only take a couple of seconds. However I don't know if it works that nicely with the 0.17 robot mining bays, and not everyone is a fan of CCL. At any rate I'm still debating on whether or not I want to make this mod CCL dependent(and no, keeping a CCL and non-CCL version updated is not an option), I am leaning towards using CCL, since it would allow me to do something kinda awesome, but I'm not a huge fan of dependencies within modding.
#135
Quote from: hector212121 on April 19, 2016, 10:10:45 AM
Maybe stick them under Misc, then? :P

Oh! Is the Titanium Glittertech compatible?

Eh, to the point where whichever mod is loaded last will dictate the titanium's characteristics. It'll pretty much still work for both mods no matter in which order they are loaded.

Unless he has added something extra to the defname, in that case you'll end up with 2 types of titanium only usable for the mod they came from.

Edit: At any rate I am going to check if I can manage to figure out exactly how to make an automated version of the mining complex work.

Edit: I've suddenly realized that I haven't actually played a whole lot of rimworld since alpha 13 came out. I haven't even been able to use the mining complex on an non-test colony. Guess I've caught the modders curse.