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Messages - PhenotypeX

#1
I'm using 1.3.4 but it is within the Hardcore SK modpack, so maybe that is causing the problem: https://github.com/skyarkhangel/Hardcore-SK
#2
The Self/Kind selection doesn't stay selected when you switch from pawn to pawn:

Set Pawn A to "Self"
Set Pawn B to "Kind"
Click on Pawn A -> it is displaying "Kind".
#3
Quote from: roy2x on October 14, 2017, 06:30:10 PM
So there is no way to remove the color options when making new stockpile/dumping stockpile zones? The jerky rack also has no bills or anything.
Just curious why you want to do this? The menu pops up for me, but I just ignore it and it automatically chooses a colour.
#4
Boring, not bored. There's a difference.
#5
Quote from: Canute on October 04, 2017, 03:32:26 AM
Quote from: PhenotypeX on October 03, 2017, 12:16:39 PM
I can't get end tables to work as clothes stores. When I right click there's no option to "Store cloth set" and clicking on "Force gear change" icon doesn't do anything.

The clothes lockers seem to work fine though.
Why do you think an "end tables" should be able to store anything beside your book&glasses before you sleep.
Does your dinner table can store any meals ?

Maybe because of the in game descriptions and icons, you boring little troll? https://imgur.com/a/XeZ9i
#6
I can't get end tables to work as clothes stores. When I right click there's no option to "Store cloth set" and clicking on "Force gear change" icon doesn't do anything.

The clothes lockers seem to work fine though.
#7
Quote from: Knedl on September 10, 2017, 05:03:26 AM
I am pretty sure there is a bug with farming zones. I was planting cotton and then changed the allow sowing to off so I could make rich soil. As it got build I put the allow sowing back to on but the cotton did not get planted. I tried deleting the zone and made a new one but it's like the land that got forbidden once for sowing can't be used again for farming. Tried with diferent plants but if I select a pawn and right click on growing zone where I forbid sowing it just has no option to priorotize planting. Tried all options I could think off but the land simply can't be sown again :( Any ideas how to solve this one?

When you hover over the zone, does it give a message about bad seasonal temperature?
#8
Quote from: Jons on September 07, 2017, 03:01:50 PM
Quote from: PhenotypeX on September 07, 2017, 05:49:25 AM
Quote from: Jons on September 06, 2017, 03:36:10 PM
Therefore, counterintuitive though it may seem, the best thing to do if your colonists get diseased and you only have garbage beds is to force them to never sleep. This seems wrong to me. Logically, even resting on a cold stone floor should be at least slightly better than performing back-breaking labor in a mine, but currently it isn't. The miner is more likely to survive the malaria outbreak than the guy who has been resting peacefully all day.

You're 100% right, but for some reason mild criticisms/suggestions like this are always responded to with accusations that you are a cry baby noob.

It isn't a case of wanting things to be easier, just suggesting how they could be better. Overall infection rates could be sped up to balance.

I was thinking that it would make sense to just lower the immunity gain speed while not resting to a level below that of the worst bed. Since a sleeping spot has a gain speed of 75% the simple solution would be to drop standing gain speed to something like 70%. That way it would actually be beneficial to send your people to rest.

This would actually make the game more difficult not less.

Yes I agree. It seems that rest effectiveness has a similar problem. Pawns seem to need more sleep in basic beds than they do crashing on the floor.
#9
Quote from: Jons on September 06, 2017, 03:36:10 PM
Therefore, counterintuitive though it may seem, the best thing to do if your colonists get diseased and you only have garbage beds is to force them to never sleep. This seems wrong to me. Logically, even resting on a cold stone floor should be at least slightly better than performing back-breaking labor in a mine, but currently it isn't. The miner is more likely to survive the malaria outbreak than the guy who has been resting peacefully all day.

You're 100% right, but for some reason mild criticisms/suggestions like this are always responded to with accusations that you are a cry baby noob.

It isn't a case of wanting things to be easier, just suggesting how they could be better. Overall infection rates could be sped up to balance.
#10
Quote from: sidfu on September 03, 2017, 07:23:58 PM
type of raiders u get are based on wealth.

the way it does it when a raid is triggered it checks your wealth vs the raid factions and such. then it bases what raids u on how much wealth u get. thats why i said u have to watch your wealth or u easly push into people with smg and pistols real fast.

the factions are soon gonna have a bit of a overhaul and it probaly be better then u just have to wait.

Are the events scaled to wealth? For example, Strange Artifact and Skynet?
#11
Quote from: itzrabiid on August 26, 2017, 07:18:24 PM
Another issue now....

I finally got in game and the issue now is i never get raids, like ever.

Any ideas?

This is probably the vanilla bug where ancient dangers contain mechanoids which are in "assault colony" mode. This means the game already thinks there is a raid in progress. The signs that you have this are:
1) No event asking you to name the colony
2) Combat music playing
3) Elections don't happen

The easiest fix is to use the dev console to open up all the ancient dangers and delete any mechanoids.  I have been editing my save files to change their mission to "defend point" which seems to work also, but is quite complicated to do.
#12
Quote from: cuppedkake on August 16, 2017, 06:20:17 PM
Quote from: kenmtraveller on August 16, 2017, 04:50:17 PM
My colonists use a mod joy table (reversi, I think).
It seemed to me that it didn't work until I placed the chairs on the horizontal sides, instead of above and below.

Ken

Ah okay I'll have a go with reversi, unfortunately mine are on horizontal at the moment and they still won't use it :/ I also noticed this at the start of my game with the archery target thingy

Archery definitely works for me. Is the target facing the right way round? Not sure if that makes a difference but it's all I can think of other than a mod conflict.
#13
Quote from: Ynemo on August 14, 2017, 04:41:51 PM
Quote from: Canute on August 14, 2017, 04:38:55 PM
You made a 1x1 stockpile for simple meals at example. And you set refill less then 50%.
Simple meal stacksize is normaly 10 meals. So when the stockpile only get refilled when there are only 4 meals left, doesn't matter how high the priority are.
This prevent hauler to refill the stockpile for every single meal that got taken away normaly.
When did u do it last time? Looks like it dosnt work currently.

+1. Doesn't seem to be working for me either.
#14
For people having problems with Butchering and cooking giving the "need materials" message, one way to fix it permanently is to go to Options->Mod Settings->QOLTweaksPack and untick "consider storage when butchering".
#15
Unbalanced doesn't mean too hard. The events I've disabled are ones which are easy and boring once you know what they do:

The terminator event unbalances the game because the extra power it gives makes normal raids trivial to defend against.

The first time you get the abomination event there is no way to kill it with tribal weapons so it will almost certainly cause a colony wipe, but once you know the event is coming you just kill them in their bed, which isn't challenging gameplay.

Darkness is trivially easy to defend against once you know what the event does. This event would be improved by scaling the warning time with difficulty level, so that on higher difficulties you get hardly any time to prepare but new players get more warning.