So, I was preparing to install the positronic brain into one of my colonists when it occurred to me that I am not entirely clear on what it even does. Does it allow them to learn skill faster? Appreciate any insight into this, thanks!
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#2
Outdated / Re: [A11] Superior Crafting: Kobayashi Maru! v0701
July 01, 2015, 06:54:06 PMQuoteDeconstructing the items, then upgrading the mod seemed to fix that, as said by Abrexus.
Ah, I misunderstood that they had to be deconstructed pre upgrade. Thank you!
#3
Outdated / Re: [A11] Superior Crafting: Kobayashi Maru! v0701
July 01, 2015, 04:48:22 PMQuoteThe existing items I updated in the game are vents, training items, and hydroponics tables. They may need to be deconstructed, the game saved, then rebuilt after the update. I would make a backup just to be sure.
I updated to the newest version, loaded my save game, and immediately get hammered by errors. Seems to answer my question!

#4
Outdated / Re: [A11] Superior Crafting: Kobayashi Maru! v0701
July 01, 2015, 04:06:25 PM
Can anyone confirm if this update to Superior Crafting works with the version of the mod that was available yesterday? I want to upgrade, but don't want to make my current save game unplayable.
#5
General Discussion / Re: Selling Sculpted Art
June 30, 2015, 09:48:54 PM
The goods are in a stock zone around the orbital trade beacon.
Hm, I'll triple check that I have tried the exotic goods trader, however, I am fairly certain I have.
Hm, I'll triple check that I have tried the exotic goods trader, however, I am fairly certain I have.
#6
General Discussion / Selling Sculpted Art
June 30, 2015, 09:24:59 PM
Greetings! I am attempting to sell art that my colonists have crafted, however, I am having no luck making it work.
I have the art crafted, I have a commlink built, I have a stock area specified at the comm link, I have the stock zone set to accept art, the art is in the stock area next to the commlink. However, whenever I use the comm terminal to talk to a trader, it does not appear in the list. I have tried with multiple trader types (slave dealers, manufactured good dealers, etc.). Any thoughts on what I am doing wrong?
I have the art crafted, I have a commlink built, I have a stock area specified at the comm link, I have the stock zone set to accept art, the art is in the stock area next to the commlink. However, whenever I use the comm terminal to talk to a trader, it does not appear in the list. I have tried with multiple trader types (slave dealers, manufactured good dealers, etc.). Any thoughts on what I am doing wrong?
#7
Outdated / Re: [A11] Superior Crafting v0625
June 30, 2015, 05:14:18 PM
Regarding the Terraforming Pump, I am curious if the soil stays in place if the pump is removed or is it necessary to keep the pump in place even after the soil is created? Thanks!
#8
General Discussion / Re: Of Refrigeration and Freezers!
June 30, 2015, 04:40:57 PM
Tunneling to the outside and placing a vent has resolved this, indeed. Thank you!
#9
General Discussion / Re: Of Refrigeration and Freezers!
June 30, 2015, 03:15:56 PM
The temp behind the freezer unit is 260-265 degrees or so. Do I need to mine out more space behind it?
#10
General Discussion / Re: Of Refrigeration and Freezers!
June 30, 2015, 03:11:28 PM
My apologies, I have updated the link so the picture should display now.
The room is 5x14.
The room is 5x14.
#11
General Discussion / Of Refrigeration and Freezers!
June 30, 2015, 02:55:53 PM
Greetings! I have attempted to make a freezer for my raw food/prepared meals, however, I seem to be having some trouble. Please see Exhibit A:

It is warm outside, 70-80 degrees and this room seems to be stuck around 39-40 degrees constantly even though I have the industrial freezer set to 10 degrees.
I am trying to mine out behind the freezer because I am concerned that the heat output is radiating back into the freezer. Does anyone know if this is a correct assumption or have any thoughts on what I am doing wrong? Thanks!

It is warm outside, 70-80 degrees and this room seems to be stuck around 39-40 degrees constantly even though I have the industrial freezer set to 10 degrees.
I am trying to mine out behind the freezer because I am concerned that the heat output is radiating back into the freezer. Does anyone know if this is a correct assumption or have any thoughts on what I am doing wrong? Thanks!
#12
Outdated / Re: [A11] Superior Crafting v0625
June 28, 2015, 11:42:26 PM
I am brand new to using this mod and so far I must say, I really enjoy it. It adds good depth while maintaining a reasonable level of balance!
I do believe I have encountered a bug though and was hoping someone might be able to confirm for me. Basically, it is my understanding that one must research Agriculture 1 before one can grow corn, rice, and strawberries. Additionally, one must research the minor tech "medicine" to cultivate Xerigium. However, I seem to be able to cultivate all of those things immediately upon planetfall with no research completed at all.
Am I missing something or have I found a minor bug? Thank you!
I do believe I have encountered a bug though and was hoping someone might be able to confirm for me. Basically, it is my understanding that one must research Agriculture 1 before one can grow corn, rice, and strawberries. Additionally, one must research the minor tech "medicine" to cultivate Xerigium. However, I seem to be able to cultivate all of those things immediately upon planetfall with no research completed at all.
Am I missing something or have I found a minor bug? Thank you!
#13
Outdated / Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
July 08, 2014, 02:47:56 AM
I seem to be having an issue with this mod, unfortunately. Specifically, I have placed a sand pit and it has been constructed, yet, I cannot seem to order anyone to mine it. When I try to right-click to prioritize it, no option appears.
#14
Help / Raid Intensity
July 07, 2014, 09:15:59 PM
So, typically the game plays out such that raids become more and more intense with regards to how many raiders are sent, etc. Is there some way to lower this via a mod or editing the save file perhaps?
#15
Outdated / Re: [MOD] Shields!
July 07, 2014, 04:15:40 PMQuote from: homeworlder on July 07, 2014, 04:11:25 PMQuote from: Bandus on July 07, 2014, 03:30:51 PMon top of this page mate.
Sorry to be dense, but, I'm not seeing a DL link for the version of this mod that is compatible with Alpha 5. Can someone point me to what I am missing? Thanks!
Dense indeed. I did not see it as an attachment to his post and was looking on the OP. Thank you!

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