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Messages - yavorh

#1
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
March 14, 2017, 06:39:00 AM
Sooooo... what's up?
#2
Outdated / Re: [A16] Desire Paths
February 16, 2017, 02:47:58 AM
Quote from: Pichu0102 on February 15, 2017, 11:10:23 PM
Probably not, but can you add an option to turn off player owned crop damage when walking over them? I like the idea, but I don't want to keep damaging my crops.
Or maybe make it so that plants incur a walking speed debuff (as they would), thus making it so pawns choose to walk NOT over them, making the user have tiny little paths inbetween every few rows.... like in real life.
#3
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 09, 2017, 12:37:18 PM
Quote from: EldVarg on February 09, 2017, 09:34:56 AM
Please explain why 2.

Agree with 1, but it's no simple xml change - will add it to the bug list though.
At the current time sky lights "turn on" and emit 100% light between certain hours, forgot what they were, but they were once the outside light has hit a certain level - either 80 or 100%. However plants require at least 50% light to grow, meaning that there are far less hours in which the plants are growing than what they could be.... But then again I guess that having it set at the middle point between 50 and 100% roughly is a good balance for the skylights being 100% light all the time so never mind.
#4
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 09, 2017, 09:21:15 AM
1. EVA stations when deconstructed with a suit in should drop suit on the ground, not obliterate it forever more.
2. Skylights should "turn on" maybe a bit earlier or turn off a bit later.
#5
Quote from: Rah on February 07, 2017, 09:37:32 AM
Quote from: yavorh on February 07, 2017, 08:46:02 AM
Hello Guys, just a quick question, if anyone has encountered this bug where no matter what colonists will NEVER do joy activities? At this point I'm convinced it's a mod bug, so I'm just going down the list of major mods I'm using and seeing if anyone using them has encountered this bug.

Hey Yavorh, this mod doesn't touch any of that, so it's probably something else. Never encountered that one before either. Try turning off all mods, and putting one by one back online.

Thanks for the reply! I doubted that too, I've just heard of some strange interactions before. I'll be looking into that solution in a bit, yes.
#6
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 07, 2017, 04:26:20 PM
Nah, treadmills are used - nothing else is. I have even attempted using "Additional Joy Objects" mod to cure this.

Even if I set the whole 24 hours to "Joy" for all colonists they will NOT use any joy activities and will be constantly at Very joy deprived. I can post a mod list once I'm home, but I think it's a mod conflict.

Some key mods I'm using are Psychology and EPOE.
#7
Hello Guys, just a quick question, if anyone has encountered this bug where no matter what colonists will NEVER do joy activities? At this point I'm convinced it's a mod bug, so I'm just going down the list of major mods I'm using and seeing if anyone using them has encountered this bug.
#8
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 07, 2017, 08:42:04 AM
So I take it no one else is having issues with their colonists not performing joy activities?
#9
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 06, 2017, 02:45:12 AM
Quote from: hagop on February 05, 2017, 11:36:57 PM
So my mars has temperature zones.  Some all the way up to 20c in the summer.  Is this a known bug or has something gone wrong with my install.  I am using the steam workshop version of the mod and RW is up to date.

That is real life - just like any round planet, Mars has temperature zones including an equator and poles.
#10
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 04, 2017, 12:50:22 PM
I'm having a issue where I have plenty of joy activities, I have even set all of my colonists living hours as JOY, yet they NEVER use any joy stuffs, other than that one drug addict I have or when I leave them nothing but chocolate to use.

Even while wandering in idleness they won't use joy objects.

This may be a mod conflict I am having, but please advise if any of you have had this.
#11
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 29, 2017, 01:00:02 PM
Man, I get this is a game feature, but the component breakdowns + toxic venting on air vents is becoming BRUTAL. I've run out of components hella fast due to a air outlet venting toxins THREE TIMES a day. Is there any way whatsoever to lower this in future releases? Or at least make it so that toxic venting isn't the permanent situation when outlets break down?
#12
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 23, 2017, 11:55:18 AM
Quote from: Canute on January 22, 2017, 05:28:47 PM
No, you need to request the core and fuel from Earth.
Select Fleet from the button at the down row, and change the cargo for one of the next ship which start.
1 Fuel reach 1 or 2 years (can't remember without active game) so you better order 2.
The basic reactor don't give much power, but with a few expansion you will have more then enough power.

Ah... Well all four of the Ares' have landed already and I'm working on a huge project (which I will post here soon), so I guess it will be some time before I can refuel them and get the reactor stuff. :D
#13
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 22, 2017, 04:58:05 PM
I can't seem to grasp how to get the Nuke material for the generator. When I hover over it it shows that I have it, but when I go to construct it it says I don't... Am I supposed to deconstruct something for it? I've already disassembled Curiosity and Pathfinder, also tried disassembling the RTG - no luck.
#14
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 14, 2017, 08:42:12 AM
That moment when a shipchunk lands STRAIGHT through the middle of your base, making two of your colonists instantly suffocate while the only EVA suited member watches on in horror.
#15
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 25, 2016, 10:47:22 AM
The link that was posted for the Alfalfa in A16 is STILL on the front page and HEY - GUESS WHAT! You don't get errors if you don't leave devmode on during gameplay and don't get your mod order wrong.

Mod order tip -
1. Things that affect humans, recipes, etc (EPOE, surgery mods, etc)
2. Mars
3. Quality of life/ performance improvements (BetterPathFinding, Vein Miner)