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Messages - Utherix

#1
Quote from: goonygoogoo on April 14, 2016, 08:42:29 AM
Sweet modpack, love it.
One question regarding workbench work speed factor. looking at iron vs steel on the butchers table the iron gives 110% and steel only 80%, is this intended, am i missing something?
Thanks

It was changed per an earlier comment which argued that Cast Iron should be better for Work speed because of these reasons:

https://www.quora.com/What-is-the-difference-between-cast-iron-and-steel
#2
Quote from: Nimander on April 04, 2016, 07:54:45 AM
2. Visitors set up flags all around the map and my colonists are unable to interact with them most of the time.

It took me hours and hours to figure this out, but there are a couple of things you can do to get visitors to set up in the right spot.

1. Build a guest bedroom. There is a special Bed called Guest Bed that will make a special room called Guest Bedroom. Visitors will congregate there
2. Don't have too many home zones away from home. They will try to set up in a home zone.
3. Have a dining table set to gather. They will come to the tables if they are nearby, unless it is night (at which point they won't do anything but walk around unless you have a guest bedroom).
#3
Quote from: Gejimayu on April 03, 2016, 09:35:58 AM
I sometimes get this after playing a colony for a while ->> http://i.imgur.com/kKAtRaH.png?1

Even loading earlier saves from this colony or reinstalling the game and the modpack doesnt help.

This happened once when i saved my game, played for 5 mins and reloaded the save i just made...i didnt quit the game or touch any of the game files.

Any suggestions for what that could be?
thanks

Reinstall the mod following the directions on the first page and generate a new world.
#4
Quote from: Duncan on April 01, 2016, 09:53:48 AM
In case anyone is interested, I was looking for a good apparel guide for this mod, as it was far from clear what I should be giving my colonists to wear. I was unable to find such a guide so I made this table. You can just sort it by the column that contains the most important attribute for your needs. It starts sorted by sharp armor, then blunt armor, then cold insulation, heat insulation and lastly movement (penalty).

I made a parser that writes the table so if anyone desperately needs  a column that is not currently present please let me know and I can add it.

The short results for people that don't love spreadsheets is that it is complicated. The best armors all have brutal penalties.
The best armor on the modern loom is the armored vest, it might even be best overall because it does not seem to have any penalties and the protection is not bad. For a helmet the marine ballistic helmet.
The best overall armor (ignoring climate) seem to be the alloy vest and the marine ballistic helmet, as they don't slow you down too much and dont interfere too severely with working. If you have the hyperloom to go expensive look into the Phase Jet armor and helmet, these barely slow you down at all and have the added bonus of a power shield. These armors severly impede your medical skills so consider kitting out your doctors in something else and keeping them out of the fight.

If you have special climate needs I don't have any specific advice, you will need to examine the spreadsheet for yourself.

Also the best materials are titanium and pobedite for metal gear, and kevlar for cloth. Alpha/beta poly are also excellent but I have yet to get up to those and see what they can be used for. Rule of thumb for materials - the more it costs, the better it is.

Dude... sweet. Thanks. Now we just need one for weapons and we're set.
#5
Quote from: krockle21 on March 30, 2016, 01:17:18 PM
Quote from: Mrshilka on March 24, 2016, 06:17:33 AM
Quote from: roy2x on March 24, 2016, 04:01:37 AM
There is  a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.

It is a bug with tailoring, you need to cancel the item so they can make it again and keep an eye on it to make sure it it made from the materials you desire.
A free tip for those suits though, they break down very fast when dealing with Uranium so you might want to make it from Kevlar if you have access to it.

Is this a bug with rimworld or with certain mods?  I am using a Git version of this pack from a couple of weeks ago and at least 1/3 of my tailoring creations have to be cancelled(causing sometimes expensive resource loss).

I am having this issue now as well. It wasn't present in 2.4 but is in the latest git version.
#6
I just switched to 2.5 and it's literally twice as good as 2.4. Love this mod (pack).
#7
Quote from: KingRStone on March 28, 2016, 01:44:31 AM
How to make carbon fiber? It's necessary to make alloy table. ( ͡° ʖ̯ ͡°)

Its from refined oil products, made in the oil refinery and then the chemical workstation.
#8
QuoteFeb 3
Misc fixes and adjustments.
Added pause on load option.
Surgeons can now operate using herbal or glitterworld medicine.
:D
#9
How the hell are babies going to grow if the game is intended to last no more than a few years at most?
#10
General Discussion / Re: Self made embrasures
January 20, 2015, 10:12:41 AM
Quote from: milon on January 20, 2015, 09:47:15 AM
Nice, but the sand bags in front of the turrets are useless.
#11
General Discussion / Re: Tynan, what 'bout Beta status?
January 16, 2015, 12:52:57 AM
Quote from: ishot2drop on January 15, 2015, 11:31:25 PM
To be honest, this could be a full game. I would expect a smaller price tag, however.
If you factor in the modability, the price is very good. That's why Skyrim is a great deal even at 60. Those Bethesda games are worth over 100 imo.
#12
Quote from: Darth Fool on January 15, 2015, 05:39:34 PM
I predict a new alpha release within a few days...maybe a week...a couple of weeks max...no more than a month...Seriously within 6 months we will have a new release and absolutely before next year...

Have you considered that Tynan may get his hands on a time machine, in which case, the next version could release in the past? I don't think we should rule that out.
#13
One of my colonists is a cybernetic monster. She's good at punching the heads off of any troublemakers, thanks to the Cybernetics Storm mod Exoskeleton.
#14
General Discussion / Re: Equipment racks
January 14, 2015, 07:44:42 PM
Quote from: lumipharon on January 14, 2015, 07:12:11 PM
Neat. If you can fire over them, do they count as cover?
That is my question as well.
#15
General Discussion / Re: Show us your killbox
January 14, 2015, 11:27:53 AM
Quote from: milon on January 14, 2015, 07:17:04 AM
I thought turrets and other buildings no longer benefited from sand bags, but I can't find that in the change log. Maybe I just made that up in my head?

They don't.