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Messages - Kadrush

#16
Did anyone has the number for growing skill VS harvest failling possibility? In the current mod version for a16 if the harvest fails you loose the seed, meaning that very often i end up with fewer seeds than i sow, making the game very hard for me specially in the food front, forcing me to depend on jerky and hidro mushrooms. I mean, if i dont prepare carefully it ll be very unlikely that i ll have anyone capable of growing food from seeds without the risk of harvest failling and not being able to stockpile them. Also, it is very hard for the merchants that visit me to even sell seeds.

About hidro mushrooms, there is a small issue with the recipes related to them. Since they are not classified neither as basic food or ingredients, they are just useless.
#17
Quote from: sidfu on January 14, 2017, 08:23:18 PM
Quote from: Kadrush on January 14, 2017, 07:56:06 PM
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.

But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.

Tks, redownloading fixed the issue.

Another question, where can i find the ingame help that it had on earlier versions? I mean, for example, now i want to make some ammo and the game said that i need carbon, on earlier versions i went to a kind of encyclopedia, typed carbon and found what i need (recipes it has, bench that makes it), i cant find it anymore.
Redownload, it's been fixed already.

the help was part of CCL and the mod pack has been split away from CCl to so they dont have to wait for it to update

Tks, is there a wiki in the web for us to use in the meantime?
#18
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.

But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.

Tks, redownloading fixed the issue.

Another question, where can i find the ingame help that it had on earlier versions? I mean, for example, now i want to make some ammo and the game said that i need carbon, on earlier versions i went to a kind of encyclopedia, typed carbon and found what i need (recipes it has, bench that makes it), i cant find it anymore.
Redownload, it's been fixed already.
#19
Guys, it is so nice the modpack is uploaded to a16, thanks for that.

But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
#20
No more squad bars? :(
#21
Why is not possible to use squads on Cataclysm 3.0+?
#22
I dont get it, Hardcore Cataclysm 3.0 is for a12d or a13?
#23
During rain or fogs you can "see" hidden areas and move to release the animals trapped there
#24
You must have at least 1 trade beacon fully outdoors
#25
I dont mind to wait, still trying to save my colonists from a12 human ressurecting terminators...

Hint. burn the bodies before leaving the game, when you reload any terminators boddies left behind will ressurect. Not funny when you are the one to bring 7 terminators inside the base along with their weapons (true story).
#26
Quote from: Loki88 on October 15, 2015, 08:41:15 AM
Quote from: FridayBiology on October 14, 2015, 09:32:04 PM
Quote from: Pickled Prawn on October 14, 2015, 08:01:59 PM
Why is your alpaca named 'Burning' and why are you stockpiling human meat?!

Your colonists can rename animals. "Burning" is the alpaca's name.
You can force rename using Dev commands to force nuzzle name (names animal) so that you don't have chicken 1-450.
Butchering dead humans clears the end for graves which can give negative/positive mood buff depending on colonist's joy. By stockpiling human meat close to colonist's sleeping location, Colonist's then wake up grab some human meat and then go eat breakfast, the meat is then used later on as an animal treat.

I explain more fully how base layout effects animal and colonist sleep locations in my Alpha 12c letsplay on youtube though hopefully the above idea helps.
https://www.youtube.com/playlist?list=PLHYbNVicUJv6SksJHIO_fkIVZfkidcI8j

Not that I'm lazy or anything (lies!) But what episode do you go in to detail about all of that? Or is it spread out over multiple episodes?

Is that an evil black muffalo on your profile?
#27
Releases / Re: [A13] Rimsenal v0.520 : Feralized
April 15, 2016, 07:48:54 AM
Are those a13 versions of the mods compatible with CR?
#28
Move Hardcore for a12 to a13 is huge step and i am glad that they are already working on it.
#29
Outdated / Re: [A13] Starting with children mod
April 13, 2016, 09:01:28 PM
Colonists crash with pre made attached condoms  ::) ::) ::)
#30
Ideas / Friendly fire is killing this game.
April 12, 2016, 01:09:43 PM
Seriously, i am loosing more colonists to friendly fire than to enemy fire, a brawler get close to my line and my colonists shoot the other ones, they dont check for friendly fire or line of sight, it is a slugfest.

It is annyoing and unrealistic that colonists care so less for friendly fire. plz fix that.