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Messages - vlad_1492

#1
Found an incompatibility- Set Up Camp 0.18 by Nandonalt

I was on a mission, one of my pawns gave birth. Finished mission, reformed caravan, baby worked like any other pawn.

On the way home, we made camp to get warm.

On breaking camp the baby was not recognized as a pawn in the form caravan menu. No way I could figure out to get the baby off the map.  Had to reload back to mission.  *might* be able to set up second settlement on the way home this time, have to give that a try.
#2
Seems that fish brought to my freezer get flagged 'forbidden' automatically. Odd.
#3
New issue:
After recent reload, all crates stopped allowing pawns to pack anything.
Clear the filters, no change.
Empty the crate, no change.
Build a new crate- a ha!
Pawns can pack that one. 

Next reload, some but not all of the old crates won't let me *unpack* them either, so the stuff is locked up with no apparent way to access.

Also, no way to disassemble crate that I can see.

Hope this isn't coming across as negative. Love the idea, look forward to using it to keep sprawl under control and to make packing for caravans much easier.

#4
Adds all kinds of charm.

Can't seem to find how I designate which colonists are to go to class, my entire population drops what they are doing to listen to the lecture.
#5
Very nice idea! 
Sure tidies up my storage areas.

One problem, every time I load the game the filters on all crates are reset.  If I don't remember to correct it then suddenly my Textiles/Furniture/Seeds crates get stuffed full of everything around them and have to be manually unpacked.

#6
I use Combat Realism, and the pawns with Rimkits don't seem to do anything different. Followed the instructions, but they don't self-heal.

Liking the mod otherwise!
#7
Love the cave biome ambience.

One quibble- if there is enough light in the wells for corn, there is enough for solar power.
#8
Yeah, all plants of all kinds getting blighted is odd.

Now have some mutate and attack the farmers by surprise...
#9
Rejoice !

*\o/*

Huzzah!  Huzzah! Huzzah!
#10
Outdated / Re: [A16] Solar Weather
January 11, 2017, 10:47:00 AM
Thanks for this, I like the added realism.

I wonder if latitude could be factored in, as the further from the equator you go the more atmosphere the light gets filtered through, reducing available energy. 

Dust and snow would be awesome!
#11
I like the skylights, but want to tone them down.
Full daylight for nine squares at the cost of a bit of steel seems, well, much.
Try growing corn under a skylight.

Maybe 100% for the center and 50% for the edges?

I wonder if I can figure out how to do that.
And off topic a bit, why is it that nothing but flowerpots will actually grow at 50% light. Hmm...
#12
Mushrooms and compost need light?

#13
Releases / Re: [A16] Crash Landing (v9.00) (29-12-2016)
December 29, 2016, 08:16:31 PM
Jumping up and down 

Jumping up and down

Jumping up and down

So excited.

Uh-oh, that is odd.  On my first play through the scenario was brutal and tragic as expected, but in the next three trials only the initial cryosleep container lands... then nothing else.  Of course one of those was extra FUN. One colonist was DOA, the other two incapacitated.  So I can do exactly nothing but watch the flames get closer... my kind of game right there.

#14
Dried fruits seem to have *more* mass than their inputs.
17 units of Figs with a total mass of 0.51kg dry out to 10 units of Dried Fruit with a total mass of 3.5kg.

I am not an XML expert, but it looks like the mass is assigned not to the specific item 'driedfruit' in file 'Items_meals' but to the parent 'Thing Def ParentName "VG_MealBase" as defined in file Def_Bases

As foods are further processed to increase energy density for travel they should actually get more dense.

Is this something that should be fixed on the author side?