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Messages - Reo

#1
Nova got an infection(torso), it was well treated and is now at 25 percent immunty.
Then she got another infection(left leg) thats at 25 percent too, even if i havent treated it yet. Is this intended?

Savefile:
https://www.sendspace.com/file/xp9xbc


Should also work if loaded without mods, no content added

Modlist:
Harmony
HugsLib
EdB Prepare Carefully
Map Reroll
Animals Logic
Damage Indicators
More Planning
Medical Tab
Work Tab
Allow Tool
RaiderInfo
RPG Style Inventory
[SYR] Set up Camp
DontBlockDoorMod
WorldEdit
CleaningArea
[KV] Configurable Maps
Dynamic Population
Interaction Bubbles
Opened Doors Dont Block Light
Wild animal Alert
Smart Speed
Show Draftees Weapon
Less Stupid Romance Attempt (Continued)
Progess Renderer
[CP] The Gunny Storyteller
Double Population
Heat Map
#2
haha cool, should have known that i am not the first one with that idea. Unfortunately i am not familiar with many mods
#3
Hi guys, today I had an idea and just wanted to share it and hear your thoughts: Its about a new incident that can happen.

The backstory. On my recent colony my most important colonist got a scar in the brain from a needle gun and was kind of useless now. Yes there are healer mechanites, but i dont had any. Luciferium? Not quite what i had in mind. This made me think about if there should be another thing to make the permanent injuries a little less permanent. Making mechanites craftable would completely break the game... so here is my idea:

A witchdoctor from the [RaƱdom Tribe Name] contacted you and offers a healing ritual for one of your colonists. He demands xxxx Silver for his work and you need to protect him during the ceromony

You enter the side that have apeared. The tribesman is waiting for you, (and his money,) in front of him there is a stone circle, where you can place your colonist like in a medical bed. Your colonists should set up a small shelter and place their bedrolls to be well rested when the ritual begins. On the next morning you tell the witchdoctor to start the ritual. He tells you that the ritual will take about 12 hours. He enters a trance where he and the injured colonist no longer feel hunger or tiredness. You better be prepared!

thats it... i dont know what exactly happens now :D. Maybe some manhunting wargs show up, maybe the weather changes frantically, or maybe because of the use of life magic (or psychic power) Trees will turn into treants and attack the colonists
After the ritual however, the colonist is fully healed. Maybe the other ones have a few bruises :D

What do you think?
#4
I assumed you will need a hi-tech bench to complete it
#5
You can research the specialized limbs on a simple research bench. Its not a "bug" but I think this cant be intentionnal. I mean, its spacer tech level, you need microelectronics, and you need a rare techprint.
#6
I could easily recreate this bug in dev Mode. I have mods, but none of them should do anything close to this. Heres the Savefile from the test.

I loaded the Savefile again, with all mods deactivated and had the same results - Cats downed at major stage of food poisoning, 95%pain

https://www.sendspace.com/file/oa5cnb
#7
Bugs / Cat 95% Pain and incapacitated by food poison
April 15, 2020, 02:20:10 PM
My cat had foodpoison and had 95% pain from this. Are cats just more sensitive to food poison or is this unintended?
#8
My colonist has taken Penoxycyline around 15 days ago, but still has the disease blocked. I think it was around day 7 and now i am on day 25. I immedeatly paused the game and saw that my colonist is definately not under the effect of Penox - see attachment (you can scroll the picture - there are 2 pics next to each other