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Topics - nuschler22

#1
Primarily (actual reason) because I have serious OCD and it bothers me I can't put a lamp shade on it. 

Wall lights, floor lights, anything would work.  Anybody know of a mod that doesn't have errors?  Some of the A15 mods (fences and floors, for example) work fine.

Thanks. :)
#2
Has anyone used a mod that adds lights to the game (like wall lights, LED) with A16 without too many issues?
#3
Being able to put the name in and see it pop up, confirming it's in the game, is an excellent addition.

Thank you!
#4
As a raid was coming in (first one of game with a single raider), I drafted all my colonists and realized that one only had a club when a gun was available.

As soon as I send him to pick up the gun, the other colonists opened fire on him one time, then stopped.

And, of course, my (random) colonists that had 0,1 and 1 respectively for shooting, hit him at distance. (Just funny, since they couldn't hit the raider as he approached)
#5
I brought this up to see if others were having the same issue on Steam, and of course, got the litany of condescending know-it-alls that have played the game for a week and insisted on screen shots to prove what I'd told them. 

I have a base with eight 6x5 rooms and a small eating area and it's double walled inside a mountain.  During "warm" periods of 90 plus, one cooler can cool to 70 degrees with no problems.  Vented rooms are even at 70-71 degrees. 

Two coolers set to -100 or similar during a heat wave that gets to 124 degrees, and suddenly I cant get the interior temperature down under 110, and it normally hovers about 115 or so during the heat wave. 

Coolers are both set up properly.  The area near the outside is double walled to insulate.  I know the coolers are set up properly because I've used both independently and they work fine when there isn't a "heat wave."

I doubt that the intent of a heatwave is to have five to ten coolers. That seems excessive and completely unrealistic. 

Other colonies I've had with bigger bases have had no issues.   

My question is that is it not the actual temperature, but the event of the "heat wave" that makes a change?  When it's normally hot, I have no issues.  But when there is a "heat wave," suddenly the issues appear.

#6
I landed near a small uncompleted building and made it into one within the first minute or so of landing to sleep inside.  (Day 1)

I think used the nearby mountain to construct a base. 

I made a small previously standing building  into one by putting doors on it.  (About Day 50)

I then made a large embrasure building, about 4x20, for defense.  (About Day 100)

I noticed that the roofs hadn't been completed.  All the areas were zoned for having a roof.  I wasn't able to find any way to force them to complete any of the roofs.  I checked frequently. 

About day 125 or so, one colonist quickly created roofs on all the buildings at the same time.

So, what prompts it?  Is it having NO CONSTRUCTION jobs queued so they therefore complete the roof?  That's the only thing I could think it would be. 

#7
General Discussion / Beware of strip mining
May 10, 2016, 02:04:10 PM
Mid game and looking for plasteel because I had none on the map (or from traders), and I strip mined the back side of my mountain base. 

Unfortunately, two very large infestations popped up at once and my base has basically been overrun (I didn't realize they could mine through since I'd never had an infestation before). There are probably about 100-150 total in my strip mined portion of the base.  I figured there would be bugs, but I didn't know it would be such a large infestation.  The doors only help when they don't mine around them.

Whoops. :)
#8
Bugs / Colonist loop - hungry around insect hives
May 09, 2016, 04:46:30 PM
If a colonist is near an insect hive with jelly, they will repeatedly try to get the jelly, be scared off by the insects, cower then try to get the jelly again. 

This will occur even with plenty of other food available (simple and fine meals both available) as long as the jelly is closer.
#9
There are some mods that allow for this, MAI for example, but if you're not interested in downloading one either because you dont want everything else with the mod, or it's not out (EdB Interface), this might help you.

First, assign three (or four) areas.  I called mine Long, Regular, Short and Melee.  This refers to the range of the weapon you're colonist is using.  Then change the colonists name by adding a L, R, S or M after it so you can easily assign them come a raid.

Then, using each area, place a specific box (just one) where you want to assign the colonist.  Personally, I don't have more total boxes (one space) than I have colonists.

Obviously, a mod would be easier when something you like comes out.  Until then, this is helpful.  I just thought of this and having 19 colonists, it took me less than five minutes.  When a raid comes, you can pause the game and easily assign the areas. 

Hope it helps.
#10
I'm just wondering how everybody's game is running.  Seems to me like it's a bit more force closes than in the past.

Using mods, I get no errors, but I get quite a few force closes (probably 1 every half hour or so).  It seems like it's usually associated with an Autosave which I have set to do every day.  I would say about 75 percent of the time I reload, an Autosave immediately preceded the close. 

It's not a "bug" and I'm really not looking for "support," so this seems like the best forum to post in.
#11
There's none on my map.  No traders have it.  I haven't had any mechs attack and I'm the end of year two with something like 15 colonists. 

It's used in quite a bit of the items I need to create (especially using the bionics mod). 

I usually play rough on the easiest story teller (I forget her name) but I upped it to Randy and still no mechs have come my way. 

Can it be smelted?  Any other way to get it?
#12
I've just researched tube televisions but I can't figure out how to make them.

I assume you can since it's a research project.  I've seen televisions in traders but they've been too expensive to buy.

Thanks in advance for the help.
#13
I'm in my second spring (in about my fifth or so colony in the current alpha) and have yet to have see any bugs.

Is there a time period where they begin?  All my colonies have been in caves. 

I'm playing with quite a few mods, but none that deal with bugs in any way.

Just curious if my version is bugged or I have been lucky/unlucky?
#14
For the "wearing tattered clothes" feeling, at what percentage is it considered "tattered?"

Thanks.
#15
I haven't see this question answered but perhaps I've missed it.

Has anyone found the difference of deterioration between storing inside and outside, and also best temperatures to store certain things?

For example, I would assume storing clothes inside in a temperature between 60-75 or so degrees would be better than outside.  But what about medicine?  I've always stored it in the freezer, but does it matter?

I know eggs do best in the freezer. 

If I leave my artillery shells in a stockpile outside with the mortars, how much faster do they deteriorate?

Inquiring minds want to know!  I want to know!!!!

(Enjoy that 80's reference)
#16
For such a smart, intelligently constructed game, it's baffling why raiders go around destroying random objects or lighting crops on fire or killing chick 43 and all his friends. 

There needs to be some purpose to them. 

Before this artificial difficulty was created, there actually felt like raids had meaning.  Coming in and killing all your colonists meant they could take over the colony or loot from it when they were done.

But the ridiculous notion that it makes sense that they set things on fire with no end game? 

Sappers make sense.  Sieges make sense.  Raiders that wait to attack and then destroy my solar generator and walk past mounds of silver makes no sense.
#17
Possible for someone to make a mod that indicates the weapon range and damage at range?

Perhaps, when you select the weapon in the colonist bar, there are three circles that show the short, medium and long (with maximum) range and damage. 

For example, a light green circle could mean it's good at that range, a light red meaning it isn't accurate.
#18
Tips and.......tips?  There might be a tip here for you, and please let us know if you have any of your own. :)

Size - In past RW versions, I've always used 6x5 rooms as I believe that was the size that gave colonists the "spacious" feeling.  It seems now that the spacious feeling isn't scaled now.  What I mean by this is that if you leave an entire room open without doors, I believe they get the "spacious" feeling but lose the "own room" buff also depending on how many people are sharing it, how big it is, for the "very crowded" feeling.  Now, I'm only using 3x2 and found it's not mattering much.  I close them in giving them all their own rooms although I don't know that it matters much considering if I didn't, they would get the "spacious" buff.  Although, if they aren't out of the way, they get the "sleep disturbed" feeling.  But, again, if you leave it open the "wealth" and "beauty" of the room balance it out from what I've found.

Lighting - Also in past RW versions, I always put a light in each colonist room.  I recently found out that they don't have the "in darkness" reaction when sleeping, and if they are only sleeping in their room, it's best not to have lights.  I do keep lights in medical areas because they spend a good time awake, and the "in darkness" reaction adds to their negative feelings.

Mods - There are a couple of mods with furniture that give the colonist a more rested feeling and improve some other things (beauty, for example). 

Room Wealth - Including beauty.  I've yet to really find anything that makes even a 6x5 room enticing.  I haven't reached the point in any of the colonies I've had this version to have a statue or art work in each room.  I have tried to use stone tile to increase the wealth/beauty but it doesn't do all the much.  Royal beds just use too much gold for me to even consider using them. 

#19
I installed a new SSD hard drive as a secondary.  I removed RW from my primary and it installed fine on the secondary. 

When I load all the mods, I get quite a few errors which I didn't before.

I'm assuming this is from poor routing from previous configurations from the old hard drive.

What do I do to erase old game saves and configurations so I won't get the errors, if that's what is actually causing them in your opinion?  Most of there errors having to do with not being able to find a particular mod.

Also, I removed all the mods and put them in again from the original download file from "Downloads."

Thanks!
#20
I get a list of errors from mods when I start the game.

How do you copy that to post on these forums for help?

Thanks. :)