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Topics - Jeimss

#1
General Discussion / Title in Worktab
October 30, 2021, 04:23:16 PM
Is its me or, in the worktab menu, the title of the pawn was display after his name? Now it seems to have disappear? I can't see if its a trouble with a mod or my memory that plays me tricks.

Let me know if the title is supposed to be displayed.
#2
No mod + Royalty + Ideology

1.

I use the psycast Skip Chunks to teleport chunks in my base. The chunks appeared as expected. I mark them to be hauled.

2.

My pawn hauled the skipped chunks and a copie is made. One with the pawn and one that continue to appear on the floor, unmarked.

The copie-chunks disappear once it is put on the stonecutter table, but when I over the tile where the copie-chunk were, the game indicate in left corner info that it is still there.

When my pawn tries to go over the tile, it is slowed like if it passes trought a chunk.

If I click on the empty tile it will select the chunk that was move else where.

If I save, quit and reload, the ghost chunk are erased.

3.

I expect that the chunk is hauled, not copied and dispeared once picked up.

4.

1) Use psycast chunk skip

2) Pick up the skipped chunks

5.

I tested it on a new game and the bug is repeatable.
I didn't put my save game. It is too big for the website. Let me know if you must get it.
#3
General Discussion / How to delete unlocked research
September 30, 2019, 10:15:42 PM
I'm continuing to play a lost colony and I would like to restart from the start without all the research already unlock by the previous colony. Is there a way to do it. I looked into mods and the dev console and I found only things that help insta-finish research and not insta-reverse.

Thanks for your help!
#4
Mods / Research bound to pawn - Is there a mod for that?
November 04, 2018, 04:04:34 PM
Hi! For my next run, I would like to have my research bound to certain colonists. I saw a post on that maybe last year. Is there already a mod for that?

For more immersive experience, I would like that if my science guy dies, I must restart over my researches.

Thanks again!
#5
Just to know. I have a village near one and since the start of my colony, it seems that it is the same inventory. I'm 50 days in the game.
#6
I have Muffalos and Alpacas on my caravan and they don't seems to eat the Hay that I have with me on the Caravan. I'm on tile that is not grazable for now (winter).

They eat kibble and or pemmican but not the hay.

Is it normal?
#7
I put the music level at 25 % when I play and after the end credits, the music level is reset at full.
When I go in the menu to set it back at 25 %, it is already at 25 % and I doesn't seem to affect the music level anymore.

I must quit the game and reload it to have my options back.

Step to reproduce:

- Put the music level to 20 % or something
- See the credit roll
- Start the music
#8
Mods / [Mod Request] - Longer stay in temporary map
July 21, 2017, 08:10:34 PM
Hi Just asking if there is a mod that can tweak the timer for a longer stay on a temporary tile, like a lump of precious ressource, a bandit camp or a pirate base.

I think 24h or 48h is not enough to reform the caravan and I would like to exploit more the ressource on these temprary map.

Thanks!
#9
Ideas / Ideas for new events
March 19, 2017, 03:58:31 PM
Hi,

Here some ideas that I tought that could create more event and more stories in the game.

1. Earthquake
if you built your base in a mountain, some corridors collapse trapping some colonist inside. Outside some walls and roof can collapse also. Letting the base open for a raid maybe.

2. Tornado
A big wind blast trough the map. To walk in the direction of the wind coming in is nearly impossible. Some items can be sweep out the map or bring to the map.

3. Ancient Shrine on the world map
By walking on the world map, an ancient shrine is discovered containing allies, enemies, precious artifact. It could give another reason to travel accross distance to find all the secret shrines.

4. Ransom for the survival of the base
A Pirate come by himself to the base to give a warning, pay up a big lump of money or be terminated by nukes. You can kill him, say no, pay up only to discover that they will ask for more, pay up and they don't keep their words and nuke you anyway, or just run away from the base.  the nuke could burn everything on the map and have a toxic fallout for a month.

5. Falling Nukes
On board some ancient ship that crash near your base there is a nuke with a countdown. It could explode, or not. You can try to desactivate it and maybe fail to triggering.

6. Sailing on water
You can build a or find a boat and sail on the across ocean to visit to the coastal cities and trade. You could also meet pirate ships!

7. Tsunami
For the base build on the ocean coast the water could flood your base and damage it.

8. Raid with chemical weaponry
Some Raiders could lunch in the base some chemical weapons that is toxic. Like a toxic fallout but even more strong.

9. Hidden Traits
Some pawns could have a hidden traits that you could discover by time. They are unaware of it and you too. Like a pawn that eat human meat for the first time and become a cannibal. Or a pawn that take on fire and becomes a Pyro.

10. Cryptosleep shrines on the map
It could be interesting to build or find cryptosleep casket on the map to use, so you could "bury" some pawns to revive them later.

11. Crashlanded 2
After you succed building the ship it could continue and crash again on another planet with a different seed. All your pawns could try to rebuild another one from scratch.

Hopes that give some ideas for you guys!
#10
Ideas / A select all button for restrict and assign menu
December 16, 2016, 08:41:59 AM
I played over 475h of this great game, but there is just one thing that bug me off: I can't restrict or assign with one click.
Is it possible to have a check box "select all".

I had a colony of 52 pawns and when there was a cold snap, I had to select every one of them to their "parka outfit".
Thanks in advance!