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Messages - Naxdar

#1
This is the first mod I look for everytime there is a new Rimworld version, thanks for updating it.
#2
Bugs / Rain doesn't wash outdoor flagstone
May 13, 2017, 07:22:25 PM
The rain doesn't clean dirty stuff on flagstone, it probably should.
#3
I love it when it hits my single colonist on day 3.
#4
I don't know if that's intended, the hunger bar on chicks decreases very quickly when they are malnourished (~5% loss every update when the bar is high to 1-2% when it is low). Their hunger goes from full to starvation in only 2-3 hours in-game and they can't really get out of it between their need for sleep and their slow wandering.
#5
The mod still seems to work in A17, nice.
#6
Is the wanderer event disabled? I like to play from scratch with a single colonist and it is a bit hard now to get new people. I played for a while and only got escape pods and refugees.
#7
The cheese recipe is a bit broken when using soy milk as the ingredient. 75 beans makes 10 soy milk (5 nutrition) which makes 2 cheeses (0.5 nutrition). In any case, you should probably scrap soy milk as an ingredient for cheese since "soy milk cheese" is actually tofu.
#8
Outdated / Re: [A16] Expanded Woodworking
February 14, 2017, 07:34:51 PM
I noticed that refueling VG/vanilla buildings takes only logs and buildings from other mods take only lumber, so that may be working as intended.
#9
My issue didn't get an answer and the bug is still in the v0.8 version of Stuffed Floors. Do I need to make an account on github and report the bug there?

Quote from: Naxdar on February 08, 2017, 05:42:38 PM
The floors from StuffedFloors only count for 1 wealth regardless of type and material. Is it an oversight or a limitation?
#10
Outdated / Re: [A16] Expanded Woodworking
February 14, 2017, 04:36:26 PM
I tried the mod and while the idea is interesting, there are some things that feel wrong. Maybe it's stuff you planned to do later but I will list them in any case :
- The stats on all lumber types feel like they were copied from stone. Anything built from lumber is a lot of work due to the 500% work to build modifier, it is only a little bit under the stone value. The hit points of wooden structures are superior to some types of stone. The 90% rest effectiveness multiplier makes wood unfit for building beds and makes growing bamboo mandatory.
- Refueling picks indiscriminately logs and lumber when logs are worth twice as much wood.
- Making all these new wood types would have been a good opportunity to make them slightly different. They all have the same stats.
#11
Outdated / Re: [A16]Better Terrain...... Big patch
February 11, 2017, 02:33:10 PM
I am not a fan of the new "hard stone" making most of the rock areas. Its existence considerably reduces the amount of stone on the map. At least they should give more resources than regular stone instead of less.
Also, there doesn't seem to be multiple colors of this new rock type, having only one dominant color instead of the natural variety is a loss in my opinion.
#12
The floors from StuffedFloors only count for 1 wealth regardless of type and material. Is it an oversight or a limitation?
#13
Outdated / Re: [A16]Better Terrain
February 05, 2017, 04:15:20 PM
I tried the latest version (0.044) and there is odd shadows under trees and bushes.
#14
Outdated / Re: [A16]Better Terrain
February 04, 2017, 09:34:25 PM
The clustering of trees is nice but it behaves weirdly with Vegetable garden (screenshot). VG normally generates these trees somewhat sparsely, since they give a lot of food.
Other places on the map look a bit alien.
Also, some types of soil (plains, gravel) have a fertility value but it is not possible to set growing zones on them, is that intended?
#15
Outdated / Re: [A16] Psychology (2017-2-2)
February 03, 2017, 09:29:34 PM
I noticed it is possible to wake up a heavy sleeper colonist by assigning it to work on its schedule, is that intended?