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Messages - TLHeart

#1
Quote from: Limdood on March 02, 2016, 11:12:58 AM
If you don't want pawns to quit working to sleep, then use the activity restrictions.

My pawns are always set to a mandatory 2 hour "joy" time of day, and a 12 hour mandatory "work" time, with 10 hours of "anything" to get their sleep in (i don't like setting rest times for anything but night owls, they'll sleep when they need during anything time).

A pawn won't cancel his work during "work" time except under extreme collapse-level exhaustion.

The problem with your assumptions, ONLY the work time schedule is mandatory, all the others are suggested activity for that time period, if that activity is needed by the pawn. Joy is NOT mandatory.
#2
Mods / Re: [Request] Longer months
March 03, 2016, 01:17:57 PM
Hey the whole keep the ticks the same for the year, make days longer, and the months shorter is a very bad idea... but it is the trend he has been going with since he started, and he is the king.
#3
Mods / Re: [Request] Longer months
February 27, 2016, 06:20:34 PM
#4
Bugs / Re: Lagging
February 27, 2016, 01:13:08 PM
Enviro SK is causing the lag.
#5
Mods / Re: [Request] Longer months
February 20, 2016, 11:00:54 AM
Ison stated in another thread that yes day ticks were doubled, and that months will now be 5 days.... That is going to cause huge balance problems. Length of the year has not changed.
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 07, 2016, 05:50:25 PM
Quote from: Poebe on February 07, 2016, 12:20:21 PM
Does anybody have a compatibility patch for mending? Sucks to have all that sweet gear and not being able to repair it, you know how fast clothing gets destroyed with combat realism on

Mod variety pack does not use mending but recycling, where you get 50% of the original material back to craft new clothing.
#7
General Discussion / Re: A question about animal naming
February 06, 2016, 01:22:02 AM
Just be careful with that britnot fix of the nuzzle bug, as breaks any modded animals.
#8
Fire breaks line of sight, therefore pawns will not target as they can not see the enemy.
#9
Quote from: Skissor on February 03, 2016, 12:15:20 PM
Quote from: TLHeart on February 02, 2016, 03:53:15 PM
Dream an speculate on, it is hilarious....

And then reality of how limited the interactions are will set in,


just like the animal armies did.

Can I ask... What is the point of you even being in the forums with so much passive aggressiveness? We are making jokes about some scenarios that will likely not happen anyway. Nobody is dense enough to believe it, seriously.

Also, the animal implementation completely surprised me! What exactly was blown out of proportion there if I may ask?

Yes the jokes are hilarious, and as you have said will never happen in game... the reality of the limits of the game...  So who is the dense one?

As for the animals, lots of people talking about huge animal armies, at the ready, well then the limitations of the game set in.

Animals hardly even add to the game as implemented... The whole nuzzle and gives a positive mood to the colonist has been broken since release. The amount of food used to tame, and feed an animal are not ever recovered in any way if you want them as a food source.

As far a being part of the forum, that is my choice. Not everyone has to be the same to be part of the forum. That would be very very boring.

#10
Will all depend on what the AI is programmed to do? pass through doors without any concern? like a berserk colonist does? Have to beat the door down like a raider does? Then what, try to leave the map, or kill anyone they can. Or stand and wait to be executed, captured, just like before.
#11
General Discussion / Re: Growing food is so slow
February 03, 2016, 06:23:56 PM
Quote from: BugPowderDust on February 03, 2016, 07:04:27 AM
Quote from: Innese on February 02, 2016, 08:13:50 AM
Don't forget that the growing skill can actually cause a colonist to fail at harvesting the plant, destroying it and giving you no food.

Wouldn't that be the cutting skill, surely?
nope growing skill covers both the planting and harvesting of cultivated crops.

The Cutting skill is for the natural plants you want to force harvest.
#12
Dream an speculate on, it is hilarious....

And then reality of how limited the interactions are will set in,


just like the animal armies did.
#13
General Discussion / Re: Growing food is so slow
January 31, 2016, 02:31:49 PM
Yes plant growth was lengthened between alpha 9 and 12... plants now rest for 12 hours a day. So potatoes take 12.5 days at 12 hours a day of 100% light.
#14
Quote from: Huntakilla on January 29, 2016, 10:11:49 PM
Tried it, didn't work. Even with developer mode on, it would just give me an error message.

You are the first person to say it does not work... but without the actual error message your post is useless to fix your problem.
#15
General Discussion / Re: Toxic Fallout
January 28, 2016, 11:01:02 AM
Toxic fallout is a non event, unless it hits you within the first 6 months... before you have built up some food stockpiles. After that, It is a who cares event...