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Messages - Nozza

#1
Mod bugs / [1.0] Clothes turn white when dropped
October 31, 2018, 04:39:24 AM
For some reason, any clothes worn by my colonists at the start of the game (pictured includes synththread and hyperweave) turn white when removed (or stripped from corpses). If the dropped clothes are put back on, they remain white. Logs and Mod list attached, plus a screenshot of a test game. The white clothes were originally synthread, but when Tim stripped that corpse, they turned white. I removed his jacket and made him put it back on, but it also turned white.



[attachment deleted due to age]
#2
Ideas / No family members stealing partners
October 29, 2018, 07:49:43 PM
See title. Is there any way to stop family members from trying to start relationships with someone their relative is already in a relationship with?

I used Prepare Carefully to make a hypothetical scenario where characters A and B are brothers, character A and C are lovers, and character C has the beautiful trait. Character B keeps consistently flirting with character C and getting debuff penalties, even as C gets married. Doesn't quite seem right for your brother to try and steal your wife every three days.
#3
Okay, bobbos, the second half of me turn is done.

DAY 6 (Continued)

Cargo pods! Shame they're at Hatmakington. We've got some fungus. Wonderful.



I've split the greenhouse into 50% healroot, 50% smokeleaf. We've got a lot of herbal medicine now, so we can focus on making some drugs.



As you can also see, the freezer is being expanded. That's Day 6 over.



DAY 7

Freezer expansion is done.



Not much happened today, just some dumb labor.

DAY 8

Our caravan's arrived!



Here's an example of our loot. This is just an example of how much we can take on the transport pod.



OH FFS! None of these bitches can haul. Well I guess I'll send ANOTHER caravan later.



Oh well, I'm taking this stuff today. Will send a half decent caravan later.



A raid? At Hatmakington? Hah, try me pirates, we were just leaving!



2 pump shotguns, 2 frag grenades, and an incendiary launcher. Nope, not messing with them.



Put plans in place for a refinery, smelter, pod launcher, and hi-tech research bench at Nick's Regret. I intend to send a decent colonist to Hatmakington when the pod is ready with food for only a 1-way trip. That way I might get all of the wealth from the colony before my term is over.

If you're EXHAUSTED, RYO, GO TO BED, YOU GREEDY PIG!



Oh, never mind. It only lasted 5 seconds, no kidding. He probably gave up before he even got to the freezer.



With that, Day 8 comes to a close.

DAY 9

I've put plans in Hatmakington for Isamu's tomb. He may be a skellyman, but he deserves it Randy-dammit. Beautiful marble by the sea.



Oh well. The potatoes/rice will be fine.



Hmm, peace talks opportunity. I can send my next caravan there on the way back. If it goes well, we won't have to worry about the tribals again. All my colonists are only level 2 in social though.



Refinery's built, pod is almost fueled, and the space for our new research bench is practically complete. Caravan should arrive soon, and then I can send Ryo over to Hatmakington.



DAY 10

The caravan's arrived home!



Well, Ryo, farewell! We'll see you again in 2 days.



Rest in Peace, Isamu.



More cargo pods at Hatmakington? This time we've got 54 Herbal Medicine.



With that, we can call it a wrap for day 10. 5 more to go.

DAY 11

Ryo's loading up the pod before he resumes his long journey home.



Delivery! Ryo can come home now as well.



He's on the way! Loaded him up with as much loot as possible, though there's still some resources and stuff left at Hatmakington. Oh well. First stop is the peace talks, we don't have any good social colonists so we're going to have to hope he doesn't flounder it.



Seeing as how my turn's coming to a close, I figure I'll give you a brief snapshot of Nick's Regret. Despite my doubts, I've definitely managed to help the colony out a bit. We still haven't had a raid this season, yet, so anything can happen.



DAY 12

Meh. I'm not surprised, we have no good negotiaters anymore.



Just discovered a megasloth that's been dead for 8 days. I think I told Helene to hunt it, but being the idiot she is she never hauled it back to the freezer. Looks like meat's back on the menu boys!



Meh. Helene, fix it.



Research bench is complete! That gives Ryo something else to do when he returns!



DAY 13

Almost there. And so's Ryo. He's run out of food and getting hungry, but it's only a couple hours to go.



Beastmaster Helene's trained Orion in obendience, giving us another useful animal to add to our collection.



We also have a nice little plasteel stash. Hopefully NICK DOESN'T WASTE IT AGAIN!



Welcome home, Ryo. Let's see that loot!



The raid showed up. It was just 4 tribals. They were decimated. All I got was this shot.



Oh. Well. This is depressing. I thought this raid was easy. Poor Orion.



:'(



DAY 14

Built a comms station last night, but there's no ships passing by. Not that it matters, because we had some visitors show up today. Wonder what I can sell them?



Sadly, not too much. We're not selling that Scyther Blade until an orbital trader passes over... or are we? A plan is brewing...



Time to fix Vere's missing eye, I'd think. Plus, if all goes well, we'll have a nice punching bag complete with Scyther Blade!

[PIC OF RYO OPERATING ON TONI MISSING FOR SOME REASON]

DAY 15

There we go. The operations were a success!


[PIC OF VERE'S BIONIC EYE MISSING FOR SOME REASON]

Why install a scyther blade on Toni? WHY NOT? It's now midday on Day 15, so my turn is coming to a close.

Hmm...



Oh look. ANOTHER pacifist. At Hatmakington. Rip.



No closeness! He lost his tail, and isn't looking too good. Jensen, help that good boy out. I don't want to lose another pupper.



So, this'll be my final event, I'd say. Toni tried to break out, shattered one of Helene's ribs, and had to be shoved back in her cell. To keep up with tradition, I'm waiting for dawn to end my turn.



Aww. Just noticed that Closeness has scars on both eyes, so he's half-blind. Poor pupper.



AND THAT'S OUR LOT! WINTER HAS COME! I've done a lot for the colony, I'd say. We've got some more nice things, another colonist + prisoner, and a shitload of nice equipment. The next player is free to do whatever they feel is necessary, though some things I didn't manage to finish:

Finish the clothing bills. Jensen, or "Nozza" as I have renamed him, is in need of a parka, plus we have a parka + tribalwear in bills for our prisoner. I've given her a nice room, so when she joins us let her keep it. We have a high-tech research bench set up as well, with Ryo currently working on Packaged Survival Meals.

If you get the right traders you can sell some valuable things I've collected, such as the psychic lances; don't forget about the comms console.

Defences are set up on all sides, and we have some healroot and smokeleaf growing under sun lamp. Heating is fine due to the geothermal vent, while power is far above what we need. The one thing we're lacking at the moment is steel, but there are mining orders for that, and more at Hatmakington if you really want to bother sending a caravan, thought that'll have to wait until the snow thaws.
#4
Okay boys, my turn.

Day 1

So, my starting situation isn't exactly the best, but I've had worse. It's Fall at the moment, so it's my job to ensure we harvest all the crops and get that sun lamp up and running.

Firstly, I've put down plans for some more power conduits.



Because of all the fires around, I've decided to expand the home area as you can see in this screenshot.



I've also put plans in place for a shitload of wind turbines, on the shoreline where we don't have to clear much, and some temperature vents between the geothermal room and the bedrooms.



Decided to save some resources by shrinking the build plan around the healroot area, and plop a heater there for winter.

Also, these fires are really getting on my nerves. Good thing the rain's putting them out.



Turbines are coming along nicely, so I designated the crops for harvest. We might get another grow in if we're lucky.



We've just gotten some traders from the Outlander Union. I decided to buy some extra components in exchange for some equipment we don't use.




Oh how cute. Or, it would be IF HIS WIFE HADN'T HAVE DIED LESS THAN A WEEK AGO.



DAY 2

Apparently we have a crop blight. Back in Hatmakington. Where the only living creature is an arctic wolf named Orion. I'm going to send a caravan back there to get him and some of the remaining items there. There's an escape pod launcher still intact there, so we can send some of the supplies back without having to walk it back.



Hoo boy. So, bit of a risk on my part, but I had an ancient danger notification on one of the large structures, which ain't good (duh), but I instead decided to deconstruct this building for the hell of it. No mechanoids, thankfully, a lot of cryptosleep caskets, and some luciferium. I opened the caskets, and to my surprise, we've aren't going to get murdered. 1 space soldier, who is preoccupied with the other spacers, and 3 scarabs.



Well, we killed the space soldier, though Jensen took a few bullets. We'll bury our former enemy later, but what about the people in the pods? Why, steal their stuff and shove them back in their caskets of course! Everybody's sleeping now, so we'll haul it in the morning.





DAY 3

The hauling has begun! Bonnie has begun working on the geothermal generator, whilst we have given our space soldier "friend" a nice sarcophagus to rest in for eternity.



Other than that, uneventful day. Hauling and harvesting.

DAY 4

Hard snow today. Not that it matters, once I've gotten all the spacer gear hauled, we can get everyone ready for winter.



Finally got the spacer gear hauled, and the geothermal built. We've also managed to tame a muffalo, who will be used for our caravan to Hatmakington. Jensen is also fully healed once more. I'm also putting a defensive perimetre in place.




And to finish off day 4, here's what the colonists are currently equipped with.



*For some reason 2 images didn't work. It doesn't matter, I change their equipment later.

DAY 5

Caravan time... except a muffalo has gone mad. Fair enough. Let's put our firepower to the test when everybody wakes up.



Oh. Lovely. Beavers. Shame they're at Hatmakington and can't affect me whatsoever.



Caravan time boys. Let's go ransack Hatmakington.



And what a surprise, a bulk goods trader. Perfect!



Ah rip. I done fucked up. Only gave the caravan enough food for a 1-way trip, so I had to bring it back (thankfully it was only gone for 1 or 2 hours) and give it more food.

Anyway...

Roulette time! Which of these boys should be saved?



And by boys, they're all women. Hot damn. Vere's the latest recruit, I'd say. The others can go back in their freezers.

Ah shit. Helen's just gotten back to pick up more food, and a tornado picks the time to form. Hopefully nothing gets destroyed.



Oh. Well that was short-lived. The tornado's gone, just immediately beelined for the edge of the map.

Time to sell some stuff for more silver. We'll buy another couple components just in case we can't mine enough.



Aaaaand the plants are all dying. For some reason the colonists were too lazy to harvest the cotton without my intervention. Ah well. We have plenty of food.



DAY 6

Boy. We've done it. Ryo managed to patch up Vere as best as possible, but we had to imprison her when she tried to walk off. Got lucky on the recruit chance, though, so that's a new colonist!

Unfortunately, she's missing an eye and she's our 2nd best shooter, so we need to get a bionic from somewhere.



Ah well. The caravan has been reformed, this time with enough food and Bonnie along for the ride to carry more stuff.



And with our brave heroines disappearing over the horizon, I'll leave part 1 with you. Stay tuned for more.
#5
General Discussion / Re: Can you stop nock down?
February 17, 2018, 06:52:56 PM
Not to mention if you install a Painkiller, you're really going to have to keep an eye on her during combat, because she's not going to back down until she dies or loses a leg.
#6
Releases / Re: [A18] SimpleSidearms (1.2.2)
January 21, 2018, 05:43:17 PM
Dumb question, but if my colonist only has a gun, how do i stop them from switching to unarmed when enemies get close? My colonists keep dying because they try to punch enemies rather than shoot them.
#7
Help / Re: Load Order Help?
January 14, 2018, 05:23:35 AM
Managed to get a fix on all bar Medieval Times (Which still has 8 message saying it can't find Verse.ThingDef WHATEVER) by sorting out A Dog Said and reordering everything else. Appreciate the help.
#8
Just reinstalled the mod after a fresh install of the game. Got an error message at load saying that there were 8 Defs it couldn't find. https://pastebin.com/xBJG0PyV
#9
Help / Load Order Help?
December 30, 2017, 05:58:29 PM
So, up until yesterday, the only mod I had installed was EDB Prepare Carefully, and the game worked fine. Yesterday; however, I tried to install some more and the game repeatedly crashed on launch. I went through one by one and got rid of the incompatible mods, but I'd appreciate a heads up on what the load order should be.

Mods (All are B18):
HugsLib
EdBPrepareCarefully
A Dog Said
AllowTool
AvoidFriendlyFire
Bulk Stone Cutting
Cooks can Refuel
Deep Ore Identifier
DoubleSleepingSpot
Drugs to Neutroamine
DyeVat
Exotic Joy
ExpandedProsthetics&OrganEngineering
FashionRIMsta
Firefoam Belt
Firefoam Grenades
Furnace
GeneticRim
GlitterTech
Hand Me That Brick
Hospitality
MechaniteForge
Medieval Times
Rimfire
RIMkea
Mending
sd Advanced Powergen
sd Bridges
SimpleSidearms
Spoons Hair Mod
TilledSoil
TradingSpot

I understand that it's a pretty good-sized list, so any help is really appreciated.