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Messages - ScarabParamit

#1
Does anyone else having similar problems?

Edit: I just noticed, that mod is updated on daily basis? My instalation has like two weeks...updating now.

Regards, thanks for this mod.

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#2
Quote from: Canute on March 30, 2017, 10:47:15 AM
Could you check what nutri. got Coconut milk ? Does it even got got nutri. I was spliting the coconuts once too, but stoped to do it again, but i can't remember why.

Yes sickness are very deadly if you arn't prepared...
(...)
...There is a reason why this is called Hardcore.

Because coconut its broken.

Yea...hard to the core...apparently. Its just like those old "crude rough-polished Diamonds game like oldshool times, you either find right toolset from options provided or die xD ...Pssst...Russians like that way ;-) ...maybe Germans to, Gothic was good example.
Thanks for info =P

Quote from: Slipshodian on March 30, 2017, 12:03:00 PM
Quote from: Canute on March 30, 2017, 10:47:15 AM
Could you check what nutri. got Coconut milk ? Does it even got got nutri. I was spliting the coconuts once too, but stoped to do it again, but i can't remember why.

Quote from: ScarabParamit on March 30, 2017, 10:31:04 AM
ANYONE ELSE HAVE THIS BUG ?

Coconut Milk does not lower hunger. My Pawns just waste their time and starve to death thinking it will help them, while Food indicator just drops.

Coconut milk has nutrition, but it's really low (0.05) and pawns can't eat more than one at a time. Basically they spend around the same time eating one after another as they lose their hunger meter. Until it's adjusted (either on your own, or re-worked into being usable for milk recipes or something), i'd avoid it entirely.

I know, but Meat Jerky has the same (0.05) and Grilled has 0.07...now test them and see how each fill hunger gauge.
So this info about coconut is clearly broken, and coconut milk useless - and as an option in game redundant.
#3
ANYONE ELSE HAVE THIS BUG ?

Coconut Milk does not lower hunger. My Pawns just waste their time and starve to death thinking it will help them, while Food indicator just drops.

Also, all of my Pawns developed Mallaria and two of them sleeping sickness at once, maybe 1-1,5 month into the game in tropical area (sickness develops around 45%-50% every time giving me a little time to react)...on Cassandra Normal - isnt that a little harsh, considering i had 4 Pawns and on Classic we have almost no tech to begin with...and 24 medkits? Just saying...aparently Tropical is to hard and limits reasearch and aproach extremaly forcing medicine a must ASAP (little notification on starting are map?).
#4
I wanted to ask few questions about mods and compatibility (in regards to some post about lack of new mods to integrate) as well as some mistakes in OP presentation - part from which i start:
P.S. I'm sorry if I ask silly question, I'm not to familiar with this mod compilation yet...and for my not-native English =P

"- FFGerman Shepherd (Destroyed buildings will now leave behind a construction ghost, meaning that your builders will automatically rebuild things once they get a chance.) by forestfey"
It looks like "I Can Fix It!" description...not a mod about new Pet.

"- Metro Armory, Ushanka! (Adds some of nice apparel) by Dark_Inquisitor"
On the mod page all i can see are few new weapons. No metro suits of armour or gasmasks.
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Now, i wanted to ask are those mods compatible, or already implemented:

* Hauling Hysteresis - !!! I found remnants in Injection file in Core_SK folder. Safe, implemented?
* From "Zorba's Miscellanous Tweakery Mods"
- I Can Fix It! - Alredy mentioned, i know...i should just play mod first time (apparently) and let something get demolished to see if its implemented, but it would not answer what to do if its not. A good quality of life mod.
- Silly Builder, Surgery is for Doctors - I understand this was alredy taken care of?
- Step Away From The Medicine - Seems good.
* Better Pathfinding, OSHA Compliance, PathAvoid - As i understand those are safe? Is OSHA implemented?
* Clarification on Fluffy's Mods:
- Colony Manager, Animal Tab, Medical Tab, Relations Tab, Work Tab - Check
- Area Unlocker, Fluffy Breakdowns, Follow Me, Zoom to mouse, Cats - Check
- Stack Merger - ? ... redundant because of other mods?
- Stuffed Floors - ? ... also redundant because of better options?
- The Birds and the Bees - ?
* Defensive Positions - I have not seen it in mods OP, but similar function was present on "Rimworld Alpha 16 l Hardcore SK l Part 1 by Silver Dragon Gaming ...so i would like to know how it is...redundant most likley?
* Furnace 1.0 - From authot of Glitter tech(i know its a nono mod). Can we achive same effects more balanced way?
* QualityBuilder - I do know there are problems with "Skilled builder" ...but what about this one?
* Extended Storage - Redundant, Omni Storage with upgrade and Tweaks as i understand?
* Auto Seller - From ealier post i get, that its not safe and will not be added. Just to be clear.
* Better Stockpile Designator, Recolor Stockpile - Those two conflict with each other, most likley not safe...are any in modpack?
* Robots ++ (Robots Plus Plus) - Safe? Balance breaker?
* Extended Turrets Mod /AKA/ Turrets Pack /AKA/ Auto-Turrets Mod - Considering poll about removing autoturrets this is most unlikley. Safe?
* From "Dingo's Miscellaneous Mods"
- Autoclose Event Notifications - We have clocks, what about this?
- Grenade Fix Rearmed - Seems reasonable...but "Combat Realism Mod"...well...
* MiningCo. Mods - I know we got helmet, what about other parts? Some seem desirable. For now those are updated (Laser fence was updated on Github, mod page not updated):
- A16 MiningCo. AlertSpeaker.zip - Evil Genius...my own fav and focus of mod efforts, very good idea.
- A16 MiningCo. ForceField.zip - Maybe. Portable turrets would fit with it nicley.
- A16 MiningCo. LaserFence.zip - just balance tweaks.
- A16 MiningCo. MMS.zip (Mobile Mineral Sonar) - cool idea.
- A16 MiningCo. MiningHelmet.zip - This one we alredy have. I know.
- A16 MiningCo. PowerFist.zip - Melee is always in need.

Edit: I did used those for moment in order mentioned (under) without any bugs so far:
Better Pathfinding, OSHA Compliance, PathAvoid (orders appear), Autoclose Event Notifications, Grenade Fix Rearmed, I Can Fix It! (maybe redundant), QualityBuilder (orders appear), Furnace, Extended Turrets Mod

I wait for any tips.

Thanks for help, thank everyone for effort and regards!  ;)