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Messages - Jekko

#1
EPOE, Genetic Rim, and Evolved Organs.
Haven't got to the tech level to play around with the Evolved Organs part, but I do have bionics up and running. Nothing in that manufacturing list which would seem to treat this injury.
#2
No aliens on this play through...just humans.
#3
The fix for most of the injuries my colonists sustain is self evident, but can't figure out what synthetic organ and/or bionic I need to build to fix "Right Abdominal Cavity - Destroyed". Any help?
#4
The Medieval, Low Tech, and Lord of the Rims mods are great for building a pre-gunpowder play through, but are there any mods (or ways) to do a mid-tech game with guns but nothing from electricity onward? RWP and supporting mods do a lot for creating a western feel, but it looks like you just have to restrict yourself from researching anything electrical or more advanced. But is there another way to get a dedicated OK Corral style playthru?
#5
I had posted previously about a problem where as a colony developed, I would get to a point where colonist would just start "standing" around and not perform any actions until they broke. I think I have troubleshooted it down to colonists not consuming water stored in a fridge (No Water No Life and RimFridge are the two particular mods in play). As colonists get thirsty, if there was no water avail outside of the fridge, they would just stand until breaking. So easy short term fix...store water in the cold/food room, but anyone aware of a fix to the actual problem? Sure is nice to have a few strategic wall fridges with water in them scattered around the colony to reduce travel times.
#6
I'm trying a run through with a boat-load of mods. About 20 hrs into this run a glitch started to appear where certain objects are invisible (such as walls made out of specific materials), animals blink in and out of visibility, and production items are visible when built/installed vertically but become invisible when rotated to the horizontal orientation. Is anyone aware of a specific mod that has a history of causing this kind of glitch?
#7
General Discussion / "Save our Ship" 1.0 Stuck
January 27, 2019, 08:47:17 PM
I'm running 1.0 with the Save our Ship mod. i built a small enclosed ship and successfully added a cryosleep chamber and other elements inside. But then decided to increase the size of the ship. Since doing so, any attempts to add elements w/in the ship bring up the the fault, "Must place inside a fully enclosed ship hull". Screen shot attached. Am I doing something wrong? Will disassembling the parts and building a new ship from scratch serve as a work-around?



[attachment deleted due to age]
#8
In case anyone does a search for this same issue...
Mod that was causing this was Rim Cuisine. But the fault was mine. In the fine print for that mod is a note that Heal Root now yields the raw plant healroot, which must be processed at a crafting spot to create Herbal Meds. Thanks again to all for the point outs.
#9
Thanks Canute...not using any of that functionality currently (or aware how). But will experiment and see what I can figure out.
#10
1.0 w/ about 30 mods. All either updated 1.0 versions from 19 or 19 versions that work with 1.0
Are you aware of any specific mods which can cause this problem?
#11
I thought previously healroot automatically became herbal medicine when brought to a stockpile. But now I've just got oodles of healroot sitting around. What am I doing wrong?
#12
Recently moved to B19 along with my 30 or so (updated) mods. Noticed I don't see "Refining" in the research tree anywhere (aside from the advanced tech like biofuel and adv bone refining). Is there a new way to build a refinery in B19, or do I have a mod conflict which is messing up my research tree, or am I just plain doing something wrong?