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Messages - adecoy95

#1
what is the benefit of the manned turrets as opposed to just using your colonists? the turret has a weaker cover % than sandbags so i dont understand the benefit. if they were automated turrets that would be different ofc
#2
Quote from: Owlchemist on September 07, 2016, 09:58:32 PM
Quote from: adecoy95 on September 07, 2016, 07:52:10 PM
Quote from: adecoy95 on September 07, 2016, 06:20:15 PM
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....

it says the support was removed

ok i found the problem, i followed the advice in this thread to install the skullywags extended storage to fix the pallets not working after reload (and deleting materials) and this for some reason caused the advanced mine to become destroyed upon construction, pretty wierd, is there any way i can keep the pallet fix while also gaining the ability to build advanced mines?

I just did some testing. The problem is you need to place it right, but it lets you place it in an invalid spot which will cause it to pop. It kinda needs to be like on the top right corner of the mineral spot for it to stay put.

ooh is thats whats going on? thats...really weird! ill test it now and confirm

can confirm, your positioning of it worked like a charm! thanks for the help!
#3
Quote from: adecoy95 on September 07, 2016, 06:20:15 PM
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....

it says the support was removed

ok i found the problem, i followed the advice in this thread to install the skullywags extended storage to fix the pallets not working after reload (and deleting materials) and this for some reason caused the advanced mine to become destroyed upon construction, pretty wierd, is there any way i can keep the pallet fix while also gaining the ability to build advanced mines?
#4
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....

it says the support was removed
#5
Quote from: Zakhad on September 01, 2016, 11:32:18 AM
Quote from: adecoy95 on September 01, 2016, 08:01:15 AM

ooh i dident realize different materials affected different things, my medical beds are made of ogre skin T_T (73% effective)


Lol! At the ogre skin medical beds. that's one of, if not the worst material type i think :)

yeah, i realized that a little too late haha!

can anyone help me understand how to use the colony manager?

i put in a job to make kevlar helmets, and i included raw materials and set it up to create materials, but none of the jobs are added to any of the workbenches except for the kevlar helmet itself, even after getting a colonist to use the manager bench, what did i do wrong?
#6
Quote from: Rhyssia on September 01, 2016, 08:20:18 AM
Quote from: Zakhad on September 01, 2016, 07:11:25 AM
Quote from: adecoy95 on September 01, 2016, 06:00:25 AM
is there any way to remove plague from colony members using a cheat or maby some kind of console command?

Dev mode - Apply damage - restore body part - torso (which is a Cure all) or you can target the specific part, Plague is fairly tame as illnesses go, just get a bed made out of hides that have a high medical treatment/immunity gain - cobra skins / hedgehogs are good candidates both over 120%ish (I think)

I don't actually think restore body part will work with plague. I know it replaces missing limbs, and deals with malaria that's not [Whole Body].

The cheat way to get rid of the plague [Or any horrible problem like radiation poisoning] is to go to your save game located at:
Users\[Your Name]\AppData\LocalLow\Ludeon Studios\RimWorld\Saves

  • Search for name of Colonist
  • Scroll down to <hediffSet> [It should be right after clothing/weapon/ammo]
  • Replace everything between <hediffSet> and </hediffSet> with <hediffs />

When you finish step three you should have something like this:

<healthTracker>
<hediffSet>
<hediffs />
</hediffSet>
<surgeryBills>
<bills />
</surgeryBills>
<immunity>
<imList />
</immunity>
</healthTracker>


aah alright thanks!
#7
Quote from: Zakhad on September 01, 2016, 07:11:25 AM
Quote from: adecoy95 on September 01, 2016, 06:00:25 AM
is there any way to remove plague from colony members using a cheat or maby some kind of console command?

Dev mode - Apply damage - restore body part - torso (which is a Cure all) or you can target the specific part, Plague is fairly tame as illnesses go, just get a bed made out of hides that have a high medical treatment/immunity gain - cobra skins / hedgehogs are good candidates both over 120%ish (I think)

ooh i dident realize different materials affected different things, my medical beds are made of ogre skin T_T (73% effective)
#8
is there any way to remove plague from colony members using a cheat or maby some kind of console command?
#9
is the zombie mod supposed to replace all raids with zombies?
#10
why are fried assorts less nutritious, spoil faster, and provide no more satisfaction than the 8 taters it takes to make them? i think they also are worth less in trade... is there something about them im missing?


also why do i have to answer questions every time i post?

edit: sofar im enjoying the mod, its taking a long while to get through the tech tree but, its been a interesting journey sofar
#11
Quote from: Szara on August 27, 2016, 03:45:33 PM
Quote from: adecoy95 on August 27, 2016, 12:14:02 PM
so i have noticed red xs on my doors indicating some kind of forbidden state at night sometimes, but usually it goes away after a little while, now tho the doors wont open at all in the morning and my colonists are stuck, what gives?

As Zakhad said, it is Do Not Disturb, which is situationaly either great or terrible. When a pawn goes to sleep it'll forbid all the doors to their bedroom, with horrific consequences if that bedroom happens to be most of your base. I gave it a try a while ago and really liked it at first, up until my pawns started locking their lovers/spouses out of their rooms. Then I just said screw it and started being more careful with how I layout my base and bedrooms.

aah thats exactly what it was, i had a room without a door, and that was causing it, easy to fix now that i know the cause, thanks!
#12
so i have noticed red xs on my doors indicating some kind of forbidden state at night sometimes, but usually it goes away after a little while, now tho the doors wont open at all in the morning and my colonists are stuck, what gives?