I was really interested on using your Spaceship mod but i heard that "I can fix it" is incompatible with the ship mod and i was curious if there is any possible workaround for it please?
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#1
Releases / Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
February 21, 2018, 06:22:20 PM #2
Releases / Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
February 17, 2018, 10:01:57 PMQuote from: mrofa on February 17, 2018, 07:25:39 PMQuote from: Saint Lucifer on February 14, 2018, 12:37:31 AM
Small question, why is the double beds and some of the other furniture, commented out in the code?
Since they need some stuff to be updated which i didint make yet
I see, hope to see then added again soon, since i really liked your bed designs.
#3
Releases / Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
February 14, 2018, 12:37:31 AM
Small question, why is the double beds and some of the other furniture, commented out in the code?
#4
General Discussion / Re: [B18] Coldest or Hottest Seeds!
February 12, 2018, 07:56:50 AMQuote from: Hans Lemurson on February 12, 2018, 07:31:08 AM
The standard strategy for "tribal greenhouses" is to partially unroof a room. This lets in sun and so long as more than 3/4 of the roof is intact it still counts as "indoors" and so can be temperature controlled.
The holes in the roof drastically reduce the insulation factor, but if you build enough coolers, you can get it down to plant-growing temperatures. I've done this for a 60C jungle, but 80C is a lot to overcome and the passive coolers really start to burn through your wood supply.
It works with freezing environments too, and campfires are easier to manage.
Tried a few times last nigh and it really don`t seem possible, you need like 3~4 passive coolers just to maintain like 1 tree and at the speed they break, is just not sustainable at all.
#5
General Discussion / Re: [B18] Coldest or Hottest Seeds!
February 11, 2018, 07:08:08 PM
Since we are talking of extreme temperatures, anyone have a hint on how you can make a tribal start work on a extreme hot map? At constant 80°c you can't grow anything at all and since you don't have coolers and sun lamps, you cannot make a greenhouse. So i'm kinda at a loss of how i can make it work or if it is even possible at all.
#6
Mod bugs / Re: CTD [B18] Win 10
February 09, 2018, 03:31:30 PMQuote from: Canute on February 09, 2018, 03:09:45 AM
Zombieland got some option too, maybe you can try it with half the zombie spawns.
Yeah i tried lowering to like 50 zombies max but it was still killing my potato machine, wish this game had multicore support but oh well.
#7
Mod bugs / Re: CTD [B18] Win 10
February 08, 2018, 09:03:41 PM
Small update:
Removing "Zombieland" fixed it, which is kinda sad since that was the main theme of the colony but oh well.
Removing "Zombieland" fixed it, which is kinda sad since that was the main theme of the colony but oh well.
#8
Mod bugs / Re: CTD [B18] Win 10
February 08, 2018, 06:05:17 AMQuote from: Canute on February 08, 2018, 03:28:22 AM- I usually run it around every 30 min, can try to spam it a bit more.
When you still can load the colony, you should try to use RuntimeGC more often, to remove unneeded stuff.
Quote
And for your next colony you should use less mods, smaller world and no bigger mag then standard.
-Pretty sure i`m already using 30% world and default map size, but this colony is almost 10 year old already, so is a bit hard to be sure. As for mods, i was thinking on removing "Zombieland" first, since that is the heaviest mod i got with it's constant mob spawning.
#9
Mod bugs / CTD [B18] Win 10
February 07, 2018, 08:20:11 PM
Not sure if is mod related but i keep getting "CTDs" lately, so i was curious if someone could take a look and give me a help? The error log seems to suggest an out of memory issue maybe?
[attachment deleted due to age]
[attachment deleted due to age]
#10
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
July 29, 2017, 11:13:08 PMQuote from: Seven on July 29, 2017, 09:22:16 PM
I've got no weapon mods other than what CE has, and the centipede charged blaster produces the died in explosion kills too, at least through embrasures (not sure about walls). Rockets and grenades also seem to ignore both walls and embrasures, speaking of explosions in general.
I'm not sure if that's intended or not, but mechs in general are just insanely threatening. The embrasures seems to do nothing to protect my colonists to the point where I suspect they just commit suicide when they see a mech, they shrug off small arms fire like it was nothing, and if I get a mech raid before I have multiple mortars to destroy their weapons with before they reach my base, I might as well just restart. They also seem to be completely immune to EMP shells for some reason; I've literally had 8 shells hit a mech formation, at least a few of them dead center, and not a single one even got its paint scratched.
Honestly the only way i found on how to deal with the dam mechs is "PTRS-41" with AP-I for long range engagement or "Milkors" with EMP grenades for crash ships. As for base defense i just basically made a wall of 90mm Flak Guns loaded with EMP Cannon shells, that usually will melt the centipedes.
#11
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
July 29, 2017, 07:23:04 PM
Small question, is it normal for minigun Centipides to melt trough a whole base made of plascrete similar walls in one single burst?
#12
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 27, 2017, 09:27:22 PM
Small question, since i installed CE i keep seeing my colonists randomly having panic attacks and cowering against a wall, even when they are no danger at all. Like for example when they are crafting clothing on the workshop. Is there a way to stop then from doing that? According to CE author that is not his mod doing it by the way.
#13
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
July 27, 2017, 09:25:20 PMQuote from: NoImageAvailable on July 27, 2017, 03:47:39 PMQuote from: Saint Lucifer on July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.
That's not a CE mechanic, its from Psychology
Odd this just started showing when i installed CE tho. Oh well i guess i can check with then tho. Thanks for the info.
#14
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.
#15
Outdated / Re: [A17] The Spetsnaz GORKA Kit - Spetsnaz Armour - Last Updoot 26/07/2017
July 27, 2017, 11:21:00 AMQuote from: ChickenForcer on July 27, 2017, 11:03:33 AMQuote from: Saint Lucifer on July 27, 2017, 11:00:32 AMQuote from: dareddevil7 on July 27, 2017, 01:19:58 AMActually a set of Gorka 4 flaktan + carrier vest + spetsnaz gas helmet, all made of muffalo Wool can hold by itself up to around - 85° C, when not damaged. At least on normal quality.Quote from: ChickenForcer on July 27, 2017, 01:17:18 AM...snip...Quote from: dareddevil7 on July 27, 2017, 12:59:26 AM...snip...
...snip...
Awesome, personally didn't know that the textiles affected the stats that much
Do you think there's a textile out there that would cause the normal armors to be way stronger than the new heavy armor?
Depend on what stats you want, Hyperweave for example is great for sharp but sucks at electric defense.
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