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 - GlitchKs

#1
Quote from: Madman666 on June 26, 2018, 07:48:38 AM
I already see a massive problem this can cause. You do know, not everyone plays to win right? I for one don't even wanna go for shipping off of planet. I like playing to play. To see how long i will last and what will ruin me in the long run. Enforced playing difficulty order isn't a right solution for games such as this one.
EXACTLY
#2
In 16 or 17 there was a random Drill mod but it died off.

I will go play with Quarry options I may have missed those.  Thank you
#3
Please forgive the dumb question.

I have seen a mod in the past that supplied random mineral/metal/stone on success but can't find it anymore. I have found some that let me tell it what to drill for but those seem too "easy"

Is there a way to have a random result on this mod? or do you pick what you are drilling for?

(Currently using Quarry mod but again seems too easy, I like that yours seems to let me choose output & Work so I can make it more difficult)
#4
Looks cool! I just fond this and obviously haven't' played with it yet...

Does this make combat easier as raiders tend to have terrible weapons where as, I tend to have 100% Good (or better)?
#5
I will rephrase what others said here in clear terms.

This mod is no longer needed in A17. The AI now functions like this natively. This was very much needed in A16 but that is no longer the case.
#6
Outdated / Re: [A17] Rainbeau's Fertile Fields
May 31, 2017, 12:18:34 PM
Compost barrels finally actually require power as they were supposed to from the beginning. Without power, they will still function, but less efficiently than compost bins.

Glad to hear it. I like that it works with out all be it slower.
#7
Quote from: Walking Problem on May 10, 2017, 06:25:51 PM
Nope. Because they are "animals"

Do the Sally's "nuzzle" at a higher rate than normal? Sorry that made me laugh.

I don't think I would feel comfortable with the morality this mod brings up. Different stroke for different folks I guess. That is the best part about mods. Don't like? the Don't use.
#8
Outdated / Re: [A16] Rainbeau's Fertile Fields
May 01, 2017, 01:56:37 PM
Small bug I noticed. I was having power issues so I turned off my 2 powered compost barrels. However they continued to work. even with the electric bolt icon on them that shows they are off. I have left them off for over a year. I have gotten SEVERAL batches of fertilizer.

That said... something I love about your mod. My game has about 2 years on it. I have had 2 compost barrels the entire time (I could make more for speed but choose not too). I bought 700ish raw compost from a trader.

In those 2 years I have made 4 sunlamps worth of cave green houses in a very cold environment where outside growing isn't an option. 3 1/2 those are also fertilized. I have about half my last sunlamp to go. Starting to mine out a 5th now. This mod vs "Fertile Fields" in the past I just "did" it. Not thought, no prep no nothing. These 4 fields have been work. I feel like I accomplished something. Staying just ahead of my population's needs.
#9
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 21, 2017, 12:18:53 PM
Started using this a couple weeks. Just wanted to say thank you. i feel like I am actually working to get better fields now instead of just having them handed to me with my old mod.
#10
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 01, 2017, 11:16:21 AM
I have had Tilled Soil mod for a while but always felt there wasn't enough work involved.

Just stumbled on this. Looking forward to swapping out for your mod later tonight.
#11
Could you tell me what line I could change on mine to slow down the production. I am thinking about 25% of the current rate. 1 Neutroglycerin every other day would work better for me. I want a trickle to get by not independence from buying it all together.

Not suggesting change for everyone just for myself. Thank you for making this mod.
#12
Bugs / Re: Non-existent colonist died
September 21, 2016, 05:20:18 PM
Agreed but in my case no one has been kidnapped the entire game (or any game I have ever played really)

I sold a bonded chicken off once on accident. 3 seasons later a guy asked to join the colony from the near by settlement. I thought it was just a dude. Nope, it was Tico the chicken that came wandering back into my colony. That was the closest I have come to having a member off screen for any reason.
#13
Bugs / Re: Non-existent colonist died
September 21, 2016, 12:39:37 PM
I did save the auto saves just in case

Yes I was playing a senerio but nothing disabled event wise. However I have 20 ish mods running so not sure how much good it will do.

They effect was only -3 for 7 days or so. Not a big deal. I'm role playing (writing it off) that they all feel bad that the chicken died. I'm Just powering through it.
#14
Bugs / Re: Non-existent colonist died
September 20, 2016, 11:55:16 PM
Made an account just to reply as I came here for kind of the same thing.

While i never saw a mysterious message... all of my pawns have the "Colonist died" mood debuff.  No one has died. I found a auto save just before and after said bug occurred.  No one is missing, no one new has joined in more than a season but somewhere in the 12 hours between autosaves something happened. 

I DID have chick32 a random chicken that was not bonded to anyone killed by a fox but I have never seen that cause sadness before.