When a slave is escaping I get a notification but I can't "jump to problem" on it. I have a search mod that takes care of that, but it sucks that I get alerted where exactly all other things are happening, while I can't pinpoint where a prisoner wearing an electric remote collar is. Is there something that I'm missing or is it an intentional feature?
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#2
Mods / Re: [MOD REQUEST] Any stone block when constructing
July 07, 2019, 03:56:45 AM
Stonecutting benches have "make any stoneblock" bills, so why shouldn't construction plans have one? I second that idea. Some colonies are pretty and neat, but some are more utilitarian (like "patch that wall right now and I don't care how"). You can always use "replace stuff" later.
#3
Mods / Re: [Mod Request] Bill System on Growing Zones
March 08, 2017, 07:08:18 AM
Do you mean something like Colony manager?
The issue with growing would be its unpredictability. Different crops require different times to grow, have a different fertility sensitivity, are temperature and light sensitive. Not to say that raids, fires, boomrats/boomalopes and almost every animal destroying your crops would make it very unpredictable.
The issue with growing would be its unpredictability. Different crops require different times to grow, have a different fertility sensitivity, are temperature and light sensitive. Not to say that raids, fires, boomrats/boomalopes and almost every animal destroying your crops would make it very unpredictable.
#4
Releases / Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
March 05, 2017, 10:03:21 AMQuote from: fall on January 10, 2017, 04:33:26 PMAre you using mod providing skylights? Could these be modyfing how roofs/sowing works? Are you cutting the glowing grass?
sowing growing zones removes the natural light spots and there is no ore , great idea but i guess it needs more work, il be keeping a eye on it
#5
Mods / Re: [Mod request] Electric Cremetorium bills --> "Only Rotten"
March 02, 2017, 05:05:04 AM
Someone already thought about this issue:
https://www.reddit.com/r/RimWorld/comments/4i2wsw/how_do_i_allow_only_the_rotten_corpses_at/
Setting the radius of ingredients will make pawns seek the rotten corpses in your stockpile. That would mean that the dumping stockpile has to be closer than the fridge or butchering stockpile. Some people think that we should reduce the number of mods.
https://www.reddit.com/r/RimWorld/comments/4i2wsw/how_do_i_allow_only_the_rotten_corpses_at/
Setting the radius of ingredients will make pawns seek the rotten corpses in your stockpile. That would mean that the dumping stockpile has to be closer than the fridge or butchering stockpile. Some people think that we should reduce the number of mods.
#6
Mods / Re: [Mod Request] Turrets fire in volleys
March 02, 2017, 04:48:45 AM
Perhaps a turret control console which will designate turrets to fire in groups of X with a delay of Y. For example you can have 9 turrets, designate them to fire in group of 3 with a spacing of 1 sec. This will give you 3 volleys, each of 3 turrets with a second of spacing between them (enough for the shots to hit the target?), then soon after the first turrets will be off of cooldown. It will designate turrets to hold fire until group 1 are on cooldown (have fired their volley). It would be relatively simple with vanilla turrets and I guess if you have any turret mods it will be hell. It would be sweet, especially with some of the modded turrets.
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