[MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]

Started by Abrexus, August 14, 2014, 07:39:00 AM

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What do you think of the shooting range?  Would you like to see more skill enhancing buildings?

Yes
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No
0 (0%)
I've never used it
0 (0%)

Total Members Voted: 0

Voting closed: August 23, 2014, 06:24:29 PM

CosmicKobal

Quote from: Abrexus on August 19, 2014, 10:33:54 AM
You have to take control of the colonist and then right click the tank and man it.


I've already tried that.

theubie

Let's Play Fail:  Ubie plays RimWorld Alpha 6 with Superior Crafting 1.09!

Working on a new one.  I went for higher difficulty AND wanted to try to spotlight the mod.  Didn't work out well.  Next one is on a lower difficulty and playing more conservatively.  Also, this one was done at 2am-ish with little sleep so I wasn't the most creative with the commentary.

CounterFact

Quote from: Abrexus on August 19, 2014, 12:15:33 PM
There will be something new to add happiness in version 2.0 which I'm working on at the moment.  I think you'll like it!  Great base BTW!  As for the advanced AI chip, that is a drop from a mob, but I suppose it could be added as a crafted item requiring a high crafting skill.  What does everyone think?

I'll be looking forward to playing 2.0 then. :)
As you can see in the screenshot, my hangar for my spaceship got completed, but soon afther everyone went mad, got killed or wounded. As you can see of the engine placement and hangar size you could imagine the size of the ship.

Quote from: CosmicKobal on August 19, 2014, 01:52:11 PM
I've already tried that.

You need to draft the colonist, not just select him. Don't forget to check up on him that when he's healed you undraft him.

theubie

Quote from: CounterFact on August 19, 2014, 03:26:34 PM
Quote from: CosmicKobal on August 19, 2014, 01:52:11 PM
I've already tried that.

You need to draft the colonist, not just select him. Don't forget to check up on him that when he's healed you undraft him.

For this reason alone I find the medbed superior.  Perhaps if Abrexus gets healing to regenerate lost limbs and organs it will make it worth using IMO.

CounterFact

Quote from: theubie on August 19, 2014, 03:30:19 PM
For this reason alone I find the medbed superior.  Perhaps if Abrexus gets healing to regenerate lost limbs and organs it will make it worth using IMO.

Indeed, medbed is awesome.
I have mixed feelings about regenrating lost limbs and organs. The advantage would be that all your guys will be fit and 100% ready to do their jobs. But I'd rather play with a bunch of crippled guys (on a lower difficulty setting), adds a bit of character to your colonists.
A prostethic foot/leg (with 25-50% penalty on movement) however would be great, because it makes me feel bad when I execute guys who lost a leg or both feet.

MrWashingToad

Having an issue with the colonists not being able to prioritize using the right click like you can on the crafting items.
Stonecutter, Food Prep Table, Furnace, Cookstove, Glasworks, Chemlab, Tailor's Table and Food Synthesizer (I know it's just for food - but had a colonist go dazed and tried to leave because of 'urgent hunger' and I couldn't force them to use the Food Synthesizer to get food, or the other prep tables to make a food item).

Edit: and now it worked for a second. Maybe something to do with another colonist wanting to do work and is path finding to the area? If my colonist is heading to work on it, then I can prioritize...
Kickstarter Influencer tier backer. Last Name in Game: Sewell
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MrWashingToad

Also question on the blast door - shows same max health of 150 as the Metal Door (powered) - but uses a lot more resources to make - is this taken in to effect as armored somewhere, or is the health max incorrect on the description?
Kickstarter Influencer tier backer. Last Name in Game: Sewell
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theubie

Blast door has 500 health.  I think the description was fixed one of the new versions, but I haven't looked at it in a couple of versions.

Hadesos

Hey guys, I'm having a problem with this mod.
I get a blackscreen when I put it in my Mod folder. It works fine without it.
During the blackscreen I opened the Task Manager and Rimworld was still loading, but incredibly slow. Just a few kb per tick.

The Game loads with the mods AlphaMuffalo and Rimrats.

Abrexus

Quote from: Tasher on August 19, 2014, 07:02:36 PM
Also question on the blast door - shows same max health of 150 as the Metal Door (powered) - but uses a lot more resources to make - is this taken in to effect as armored somewhere, or is the health max incorrect on the description?

It's a typo.  The door does have 500 health, thank you for pointing it out!  I'll have it fixed in the next version.

bluestrike15

Can't stand the torches. Where in the code is the variable that makes them burn out. I would like to stab it.

Jaxxa

Quote from: bluestrike15 on August 19, 2014, 10:51:27 PM
Can't stand the torches. Where in the code is the variable that makes them burn out. I would like to stab it.

In "Building_WoodTorch.cs" line 20,  "private int burnDelay = 54000;" would be it.

I don't know how you plan to stab it though.

bluestrike15

Thanks, couldn't stab it, had to resort to deleting " = 54000"... Not the same satisfaction.

Rannzou

If this mod haven't put wood fences and wood gate into this game, this mods can manipulate other mods that's awesome! no cheating at starting then :D

harpuea

There's a bug where the injured keep falling out of their bed even though incapacitated and getting Misc Damage added in the process.