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Messages - Mendel

#1
Bugs / Re: A15 Turrets not targetting hunting animals.
August 24, 2016, 12:29:04 AM
Okay, thanks for letting me know.

I could argue that you can hardly have turrets everywhere so there will still often be a way for a predator to be a threat. But whatever, if Tynan feels this is how vanilla should work then so be it. I hope it is moddable though. Is it?

Or let me ask it this way because this would solve more issues: Is it possible to make a mod that lets me manually assign targets to turrets? (or indeed has one already been made?)



#2
Bugs / A15 Turrets not targetting hunting animals.
August 23, 2016, 11:39:33 PM
I mean they will target mad animals and manhunter packs but when a single animal just starts hunting my pet when the animal is hungry, my turrets do not seem to react at all.

It´s frustrating when a wild arctic fox kills my fully trained hauling animal while easily within the range of my turrets. happened a couple times. both times it was too far away for my pawns to run to the rescue from the other side of my base.

Also, it would help if it was possible to manually assign targets to turrets.
#3
Mods / Re: In Search of a Mod:
August 20, 2016, 07:39:54 PM
Just out of interest, how do you end up with such massive amounts of pawns?
#4
Ideas / Re: Hauling
August 20, 2016, 06:53:14 PM
well, I for one think to the contrary.

They should fill the furthest corners from the door of the stockpile room first.
Why? because if they fill the entrance first, the things will immediately be in their way and they will move slower to the back of the stockpile room as they have to walk over things while bringing new things in.

But I agree placing things randomly is the worst possible way.
#5
Ideas / Re: More priority levels
August 20, 2016, 04:18:03 PM
oh.... quick look at youtube on that mod... and that does indeed do exactly what I want... and more!

Thank you!
#6
Ideas / More priority levels
August 20, 2016, 04:12:29 PM
I want more than 4 priority levels for work assignment. I see no reason why I cant really give exact order to all the work. 4 is quite not enough. I would sometimes need 5 or 6... even 7 but I see no reason why there would not be as many as 9 selectable priority levels. 

is there a mod for this?
#7
With regards to 10x and 20x speeds. Pardon me but did you think this through?
I don´t know what kind of computer you have but my 4 core ancient 2600k is struggling to keep pace with 3x speed already in late game. (the game has to stop for split second here and there during fast forward to catch up with processing before it can continue.)

I´m sure 10x would work fine very early game but I think for 20x we need processors from glitterworld.
#8
Mods / Re: Help! I can't include a Preview.png
August 19, 2016, 03:11:12 PM
Did you upload the mod to workshop again after adding the picture to your folder?
#9
Ideas / Re: Sunburns
August 19, 2016, 12:10:01 AM
You could get another reason to not have everyone (non nightfly) always sleep at night and always work at day. This could bring summer siesta to Rimworld :)
#10
Ideas / Re: Sunburns
August 18, 2016, 07:37:19 PM
Actually... allergies might be interesting to have as character trait. Pawns might be allergic to specific food and refuse to eat it/get sick when they do.

On the other side of the coin maybe some pawns might have favorite foods and get extra mood buff whenever they eat specific kind of food. (like, say "ate favorite food: strawberries +5")
#11
Ideas / Re: Sunburns
August 18, 2016, 05:26:39 PM
+1

Since frostbites are a thing, then so should sunburns.
#12
Small update: changed the tech level of the theoretical research from neolithic to transcendent.
This should improve compatibility with tech advancing mod.
#13
Ideas / Re: Theoretical Research, epic art
August 18, 2016, 02:58:43 AM
Simple version is up on workshop. It has only been tested on my computer. worked for me. Should work for anyone but I cant be 100% sure :)

http://steamcommunity.com/sharedfiles/filedetails/?id=746660838
#14
Okay it´s up in case anyone wants to try it out

http://steamcommunity.com/sharedfiles/filedetails/?id=746660838

it´s probably nothing special for you guys who can do much much more awesome stuff but this is at least what I wanted to do and Im happy that I was able to do at least this small thing :)
If any single one other than me finds this useful, great. if not... well, I will still use it myself :)

Big thanks to all of you for help!
#15
Okay, well that line was not there in the core mod folder´s about.xml file
However I added that line to the about.xml of my mod folder and that did work. Thanks.
Oh... and also there seems to be a big fat upload to workshop button on the mods menu :)