Using the github release as of yesterday, I built a coal heater and a hopper, which I filled with coal. It did nothing. Coal wasn't used up and no heat was generated.
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#1
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 22, 2016, 05:43:18 PM #2
Ideas / Re: Your Cheapest Ideas
August 05, 2015, 03:34:36 AM
Guns should work as melee weapons in the same way that logs do. In a pinch a pistol or rifle butt is definitely more effective than fists.
#3
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
July 29, 2015, 03:44:55 PM
Electronics in 1.10 cost 50 sand, 20 wire, 15 spare parts, and 10 steel parts for 2 chips. This created a huge drain on my resources. Anything requiring electronics is hideously expensive and will empty your stockpile of steel.
#4
Ideas / Re: Your Cheapest Ideas
July 26, 2015, 06:58:33 AM
A minimum efficiency slider for butchering, disassembling mechanoids, etc. A crippled master chef is good for cooking, but for butchering I'd rather have my healthy (or bionic) guy do the work.
#5
Outdated / Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
July 26, 2015, 02:24:44 AM
I would make the air-conditioned shield more effective. As it is, it's about as effective as a duster at staying cool.
#6
Ideas / Re: Your Cheapest Ideas
July 26, 2015, 01:22:59 AM
A "clean outdoors" checkbox. It gets silly sometimes when pawns are mopping up blood from the dirt in a rainforest, while the dining room is covered in vomit.
Opportunistic hauling. If a pawn is far from home mining, chopping wood, etc. and decides to go eat, sleep, or do a joy activity, it should check if there is something nearby that can be hauled to a stockpile on the way.
Opportunistic hauling. If a pawn is far from home mining, chopping wood, etc. and decides to go eat, sleep, or do a joy activity, it should check if there is something nearby that can be hauled to a stockpile on the way.
#7
Support / Re: Game doesn't run on linux
July 25, 2015, 10:46:19 AM
I play RimWorld on Linux, using a low-end laptop also with Intel integrated graphics. I've had none of the issues you describe - the game plays well, with only a bit of slowdown during massive raids.
When you start it in the console, what is the text output?
Edit: The dependencies on Arch are listed as "glu glibc gcc-libs-multilib libxcursor libxrandr". Do you have these or their equivalent for your distro installed?
When you start it in the console, what is the text output?
Edit: The dependencies on Arch are listed as "glu glibc gcc-libs-multilib libxcursor libxrandr". Do you have these or their equivalent for your distro installed?
#8
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
July 24, 2015, 07:40:20 PM
Dishes could be fine if they are reusable, left behind after a colonist eats. If they're used up it sounds like a horrible resource drain.
#9
Ideas / Re: "Any Stone" and Hauling Priorihttps://ludeon.com/forums/Themes/BlackRainV3ty
July 21, 2015, 06:48:21 AM
A "prioritize hauling" similar to "haul things" (for chunks) would be good. Colonists would haul the stuff that's flagged before anything that isn't.
#10
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
July 21, 2015, 04:49:11 AM
I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.
Edit...
Here they are.
Selectors
These cost the same as the selector from the main mod.
Teleporters
Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.
Edit...
Here they are.
Selectors
These cost the same as the selector from the main mod.
Teleporters
Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.
#11
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
July 19, 2015, 12:37:22 PMQuote from: Canute on July 19, 2015, 09:18:57 AMQuote from: djjmatexxe on July 19, 2015, 06:22:47 AMMy mistake, yes these order exist now.Quote from: Canute on July 19, 2015, 05:57:06 AMThere is a collect sand option in the Orders section. I'm using only this modpack.
This modpack don't got a gather sand function.
Do you use other mods too ?
But i wouldn't use it.
You are geting sand when you made stone blocks, refine oil and with the make sand bill out of crushed stone.
I just wanted a glass house on the beach.
#12
Ideas / Re: Your Cheapest Ideas
July 19, 2015, 09:03:23 AM
Graves containing corpses should offset most of the -150 beauty from a corpse. Graveyards are somber places, but they aren't usually gruesome.
#13
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
July 19, 2015, 08:02:46 AM
The "textures" and "languages" folders under CrashLanding are lowercase, when they should be capitalized. On Linux it's case sensitive, causing the textures not to load. Same with "english" under languages.
#14
Ideas / Blood filtration, immune system, transplants
July 19, 2015, 07:43:30 AM
Blood filtration currently is essentially the immune system, affecting disease immunity by 100%. Lose one kidney and it's like your colonist has AIDS. Better hope he doesn't get sick. Lose both, instant death. This is not at all how immunity, kidneys, and blood filtration work.
So I suggest this instead:
* Kidneys are mostly redundant. Blood filtration equals 90%*best kidney + 10%*other kidney.
* Blood filtration below 50% causes a permanent "kidney failure" disease, affecting other bodily functions. Below 15%, it progresses to death.
* A new "Immune system" function for humans. This replaces blood filtration as the primary factor in gaining immunity to infectious diseases. Some diseases and conditions can lower this.
* When organs are transplanted, the organ shows up as a "Transplanted kidney" etc. If a colonist has at least one of these it will weaken the immune system by some amount due to anti-rejection drugs. Ships could sell "universal kidney" etc which doesn't have this penalty.
So I suggest this instead:
* Kidneys are mostly redundant. Blood filtration equals 90%*best kidney + 10%*other kidney.
* Blood filtration below 50% causes a permanent "kidney failure" disease, affecting other bodily functions. Below 15%, it progresses to death.
* A new "Immune system" function for humans. This replaces blood filtration as the primary factor in gaining immunity to infectious diseases. Some diseases and conditions can lower this.
* When organs are transplanted, the organ shows up as a "Transplanted kidney" etc. If a colonist has at least one of these it will weaken the immune system by some amount due to anti-rejection drugs. Ships could sell "universal kidney" etc which doesn't have this penalty.
#15
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
July 19, 2015, 06:30:05 AMQuote from: djjmatexxe on July 19, 2015, 06:21:49 AMQuote from: blinari on July 19, 2015, 05:27:32 AMPlasma Precision Rifle x2Quote from: djjmatexxe on July 19, 2015, 04:27:46 AMWhat weapon are you using to hunt?QuoteThis hasn't happened to me in 1.8 or 1.9. Are you running any other mods?Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
Specialist sniper rifle x1
Confirmed with the plasma precision rifle. The colonist left the dromedary downed and decided to go for a walk. Meanwhile I was getting a ton of errors about him having more than 10 jobs in one tick.
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