I think my prepare carefully items are spawning in the new colony formed when I begin the second part of the archonexus quest in Ideology expansion. Anyone else notice this?
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#1
Releases / Re: [1.0] EdB Prepare Carefully - v1.0.13 (28 Jul 2019)
September 25, 2021, 07:35:35 PM #2
Bugs / Re: [1.3.3102] Pawns use more nutrition to cook meals when eggs combined with other
September 14, 2021, 06:00:37 AM
Also, don't "overflow" unless there are no other options. So:
1) Find ingredient with highest nutrition value
2) Add until there is some remainder
3) Search for lowest nutrition ingredient, add until complete
This isn't optimal, but should work pretty near to it for all the vanilla eggs and meats, especially in the survival meals recipes that are most prone to rounding error
1) Find ingredient with highest nutrition value
2) Add until there is some remainder
3) Search for lowest nutrition ingredient, add until complete
This isn't optimal, but should work pretty near to it for all the vanilla eggs and meats, especially in the survival meals recipes that are most prone to rounding error
#3
Bugs / Re: [1.3.3102] Pawns use more nutrition to cook meals when eggs combined with other
September 07, 2021, 02:24:47 AM
This is especially noticeable with the higher nutrition eggs, like turkey eggs.
A related case is packaged survival meals 4x; the pawn will use 3 turkey eggs to supply the 1.1 nutrition of meat required, wasting 0.4 nutrition worth of egg.
A related case is packaged survival meals 4x; the pawn will use 3 turkey eggs to supply the 1.1 nutrition of meat required, wasting 0.4 nutrition worth of egg.
#4
Bugs / [1.3.3102] Ugly raiders giving happy "rival dead" thoughts to colonists
September 06, 2021, 09:32:15 AM
If staggeringly ugly raiders attack and are then killed, the entire colony celebrates with the "rival dead" thought. The game doesn't seem to be restricting this thought to within the same faction anymore.
#5
General Discussion / Re: Stools & workbenches for efficient crafting
July 17, 2021, 10:04:05 PM
Note that the modern way to do this trick is to use shelves next to the workbenches, which is much more reasonable and aesthetic.
#6
Bugs / [1.2] Colonists will sit on any of the Grand Meditation Throne's 6 tiles
October 15, 2020, 11:43:29 PM
Colonists will watch TV, relax socially, or eat using the Grand Meditation Throne. This isn't too strange (even though they don't own it).
What's odd is that they will do this with any of the 6 tiles acting as the chair, and even still gain comfort from it that way. I even had one pawn fall asleep on the edge of the throne (he didn't mind it so much).
What's odd is that they will do this with any of the 6 tiles acting as the chair, and even still gain comfort from it that way. I even had one pawn fall asleep on the edge of the throne (he didn't mind it so much).
#7
General Discussion / Are techprints biased towards ones you don't have yet?
October 15, 2020, 09:38:26 PM
It could be random chance, but I feel like I kept seeing the same techprints for sale until I bought and used them, then I'd see different ones (and not the original ones). I've yet to see one I've already used.
Am I just lucky, or is the game being friendly? Has anyone tested explicitly?
Am I just lucky, or is the game being friendly? Has anyone tested explicitly?
#8
Bugs / [1.2] Imperial Bestower not wearing pants
October 06, 2020, 06:35:59 AM
His royal majesty's most honorable bestower often doesn't spawn with pants (he has his outer robe on, at least)
#9
Bugs / [1.1] Raw fungus harvest decree
March 12, 2020, 02:37:28 AM
You can get a command from your lord to grow and harvest the unfarmable raw fungus.
#10
Bugs / [1.1] "Inspired surgery" on pawns that cannot perform surgery due to low skill
March 08, 2020, 04:56:23 PM
You can get "inspired surgery" with medical skill as low as 4, even though all the interesting surgeries (eg install bionic) require skill 5 to even attempt.
There are other weird inspiration tags too, noted in an older suggestions thread
There are other weird inspiration tags too, noted in an older suggestions thread
#11
Ideas / Re: Skill-gated inspirations should require more than 3 skill
March 08, 2020, 04:49:56 PMQuote from: YokoZar on October 25, 2018, 10:16:26 PMThis is still a thing in 1.1, and is probably more properly labelled a bug
You can get "inspired surgery" with medical skill 4, even though all the interesting surgeries (eg install bionic) require skill 5 to even attempt. That one feels particularly bad.
#12
Mods / Re: [Mod request] tamed animals able to use the nutrient paste dispenser
August 14, 2019, 03:45:47 AMQuote from: Canute on June 18, 2019, 06:14:42 AMI did not, it modifies way more than this simple vanilla thing. It looks like the animals behave as desired with the Replimat Animal Feed dispenser at least.
Did you ever tried the Replimat mod ?
It is basicly an adv. NPD, and comes with a Kibble dispenser too.
It accept Insect/human meat and produce non-cannibalistic food out of it.
#13
Mods / Re: [Mod request] tamed animals able to use the nutrient paste dispenser
June 18, 2019, 05:51:10 AM
Three years later, and I too want this.
#14
Bugs / Re: Animals wander outside restricted areas when recalled during raids
June 18, 2019, 05:22:55 AM
Does it happen only in the first few moments after the restriction? I believe if a pawn starts a "wander" action just before you rezone, it will finish walking to wherever it was going before it realizes it's not supposed to be there and hurries back inside.
#15
Bugs / Insufficiently dressed raiders and caravans
June 17, 2019, 07:32:02 PM
I'm playing in a cold biome (-30F or so winter). Most raiders and caravans show up properly dressed, but usually there will be one or two members of the group who aren't and have much worse temperature range than their peers.
For caravans, this triggers the "leaving due to dangerous temperature" warning before the first day is over.
For caravans, this triggers the "leaving due to dangerous temperature" warning before the first day is over.