Yeah this seems like a huge oversight. Hopefully fixed soon.
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#1
Bugs / Re: [1.4.3524] Vanilla, With DLC: Tribe Child trait don't have natural meditate type
October 28, 2022, 03:47:30 AM #2
Bugs / [1.4.3528 Biotech] Waster Pollution Stimulus 120% movement buff stopped working
October 25, 2022, 11:07:44 PM
I know this feature was working at release time and for some time after, but as of right now this specific bonus isn't working. No mods enabled, starting a fresh colony with a Waster pawn, rolled a new world, embarked on a polluted map tile, walk pawn over some polluted soil and while the other buffs seem to apply correctly, the movement buff does not.
#3
Bugs / [1.4.3528] Biotech - Killing prisoners via Gene Extraction
October 25, 2022, 02:25:24 AM
It turns out there is a problem with this, when you harvest genes from a prisoner it does not incur a faction adjustment the way performing hostile surgery does. You can put a wooden hand or similar operation on a prisoner and their faction is made more hostile (core/vanilla rules) but harvesting a prisoner's genes even to their death does not provoke a faction hit.
#4
Help / RESOLVED Trying to add the Parka recipe to the Crafting Spot
October 21, 2022, 05:08:24 PM
I think this is almost right but the game does not agree!
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName="ApparelMakeableBase"]/Apparel_Parka</xpath>
<recipeMaker>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</recipeMaker>
</Operation>
</Patch>
e: Got help elsewhere, correct format was:
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName = "Apparel_Parka"]/recipeMaker/displayPriority</xpath>
<value>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</value>
</Operation>
</Patch>
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName="ApparelMakeableBase"]/Apparel_Parka</xpath>
<recipeMaker>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</recipeMaker>
</Operation>
</Patch>
e: Got help elsewhere, correct format was:
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDef[defName = "Apparel_Parka"]/recipeMaker/displayPriority</xpath>
<value>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>CraftingSpot</li>
</recipeUsers>
</value>
</Operation>
</Patch>
#5
Ideas / Re: Cooking Specialist
August 24, 2021, 02:44:11 AM
Agree with this, cooking is a huge role in most colonies unless you are entirely eating paste and it would be a nice role to take. Aside from a basic speed and butcher yield increase, which start to mean less once you really get going and won't benefit vegetarians, consider a recipe ingredients discount (especially for the 5x cost vegetarian/carnivore lavish meal recipes this would be very appealing)
Perhaps a happy thought along the lines of "I ate a fine/lavish meal prepared by our Master Chef, it was special" etc
Obviously the memes that involve eating should get access to this (cannibal, rancher, animal personhood)
Perhaps a happy thought along the lines of "I ate a fine/lavish meal prepared by our Master Chef, it was special" etc
Obviously the memes that involve eating should get access to this (cannibal, rancher, animal personhood)
#6
Ideas / Re: Ideology - Biosculpter should render occupants undressed
August 20, 2021, 08:23:54 PM
people that installed mods with explicit naked bits probably want to see them in that case but sure, ok
#7
Ideas / Ideology - Biosculpter should render occupants undressed
August 20, 2021, 01:57:30 AM
It looks very silly to see people floating in the biosculpter tank wearing full body armor, it'd be nice if they were rendered undressed while in the tank. Thanks!
#8
Bugs / Re: [1.0] Cocoa trees are permitted to be sown in every biome
October 26, 2018, 02:08:57 AM
It's not whether I think it's realistic or not, it's that it's clearly a bug because all the other tree types are restricted to specific biomes, cocoa is the only one that's different. I would just as soon have every tree growable in every biome if you can foster the conditions for it. Tynan will know one way or the other though.
#9
Bugs / [1.0] Cocoa trees are permitted to be sown in every biome
October 25, 2018, 11:42:40 AM
I notice that tree sowing has been changed quite a bit and now each biome has a specific list of permitted trees that can be cultivated, but Cocoa trees are available in every biome, I'm sure this was an oversight. FYI thanks
#10
Support / Re: [0.18.1717] rimworld blackscreening exclusively on steam
November 10, 2017, 07:58:45 PM
Well it is the "unstable" branch after all.
#11
Releases / Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
February 02, 2017, 12:53:22 AM
If you're using this coal mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=838499205
Yes you should unsubscribe it and disable it, because I'm de-listing it since Vindar has now integrated coal.
e: Trying to get Vindar to absorb my cured meats mod (salt resource, recipes etc) as well.
http://steamcommunity.com/sharedfiles/filedetails/?id=838499205
Yes you should unsubscribe it and disable it, because I'm de-listing it since Vindar has now integrated coal.
e: Trying to get Vindar to absorb my cured meats mod (salt resource, recipes etc) as well.
#12
General Discussion / Re: Can you defend effectively without either turrets OR doors ?
May 30, 2016, 09:37:43 PM
That's what prisoners are for
#13
General Discussion / Re: Can you defend effectively without either turrets OR doors ?
May 30, 2016, 06:19:40 PMQuote from: Thane on May 30, 2016, 04:09:25 PM
Even sitting in darkness, behind sandbags, with walls on either side, shooters will still be quickly neutralized if their are 3, or more, raiders focus firing them. Having a nice firefight like in the game trailers isn't an option, when even a modestly sized raid can wipe the floor with colonists in a fair fight, or at least kill and maim enough of them that their is no way to move on.
This is a big reason I like melee defenders, because with all ranged you are either cheesing invaders' AI with turrets taking all damage for you, or you are trading shots with them.
#14
General Discussion / Re: Can you defend effectively without either turrets OR doors ?
May 30, 2016, 06:16:33 PMQuote from: b0rsuk on May 30, 2016, 03:54:14 PM
Do you consider placing IED traps around the ship 'cheese' ? It works quite well in the early game. For example in the first Autumn I had a poison ship. I placed 4 IED traps, one on each corner. I poked it, and it turned out it contained a Scyther and two Centipedes. The Scyther triggered two IEDs and died. The Centipedes were then easily dispatched with a pair of survival rifles.
Have you tried using EMP + melee against mechanoids ? There's no friendly fire other than a personal shield going down.
I think being forced to construct a specific death box around the ship part or get completely demolished is very unfun so I just don't bother with it at all. Centipedes also have really retarded melee stats (not only do they do tremendous damage per hit, they have a very fast attack speed). I just don't give a crap about the ship part events at all and am totally fine leaving them out of the game.
QuoteBut forget mechanoids - you make hunting sound tricky. Do you need a group of burly men to take out a wild boar quickly ?
Hunting stuff up to boar/alphabeaver size with melee is no big deal. You take a little damage and sometimes have to micromanage hunts because the hunter will interrupt the hunt job and return home for medical treatment, but I don't think a boar/beaver has ever downed one of my melee hunters. If you want to kill muffalos or deer bear or something then yes you bring a group in military mode and gank a bunch at one time.
e: when a hunter does get interrupted by an animal fighting back, you can just right click -> 'prioritize hunting' and they'll finish the kill
#15
General Discussion / Re: Are attack animals useless?
May 30, 2016, 03:06:15 PM
If you're heavily into melee defense, animals trained for fighting are super good because you don't have the problem of friendly fire killing them.