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Messages - coolflash

#1
Quote from: Nainara on May 29, 2017, 01:09:12 PM
Do PSM's have any distinct advantage over pemmican? They seem to cost a lot more research.

Your missing three points truthfully.
1. PSM do not expire while Pemmican does (takes a long time though)
2. PSM have a 0.9 nutritional value while each Pemmican has 0.02 (approx). Weight to nutritional value wise PSM is amazing for travelling and usually 1 PSM a day is enough for each settler
3. A lot of food is wasted in making PSMs while Pemmican is more economical to produce (Note: To produce only... For consumption, PSM better)

I usually take PSM accompanied by some Pemmican on my trips (for animals). If your making PSMs for your base consumption, then make very little in case of emergencies (Power outage and everything else expires). Otherwise PSMs are a waste and even fine meals are better value.
#2
General Discussion / Re: F*ckin' really?
May 31, 2017, 11:22:18 AM
Funny how 1 out of 3 times I get raided, its solar flare time. And not sure about A17, but in A16, Randy Random was a sure death sentence since I always got chain attacked.

No time for making burgers. The raider have better burgers... .... Errr... I mean.... are better burgers. :P
#3
General Discussion / Re: Caravans explained
May 31, 2017, 11:16:37 AM
What if your caravan are resettling across different zones and have to change their clothes/apparel along the way? I dont see an option to camp or to change/equip/drop clothing.

I'm asking since one of my caravan settler died of heatstroke on the way to the destination.
#4
I'm not sure if you would call that close by. It seems pretty far off from where the first steam power plant was built.

In the ideal game, you would have to make a difficult choice as to which steam vent you want to build your base nearby, because it will be difficult to protect all the vents far off from base, from raiders etc. unless you have the resources and turret defenses to defend them all.

I have seen some seeds where 2 or 3 vents were near the mountain edge, but I have always chosen one to settle by as getting all of them is too difficult (atleast for me, to maintain i.e.)
#5
Of what I've seen,I'm assuming that every time the patients health heals a bit i.e. one of the injuries is healed or gets better, the patient gets removed from the bed and/or starts squirming on top of the bed or on the floor. This has happened several times for me
#6
Bugs / Re: [L|0.6.532] RimWorld interruption
August 16, 2014, 03:32:00 PM
Have you loaded any mods?
1. Some mods will have code written in several languages, hence, if you load a mod (for example) twice, both for english and german, then the game will have the same code loaded twice into the game. This may be the reason for that error log your getting

2. The mod may have been altered or not tested properly to check for duplication of code

(Or), I may just be plain wrong and its a bug related to the new alpha 6 implementation in linux ;)
#7
@zaky, this scenario happened for me in alpha 5 also.

Best thing to do is to attack the ship, use 1 colonist to distract the robots away and then use the other colonists to destroy the ship (use pistols to destroy since they shoot fast)
#8
Nice! Thought that was the reason. Thanks
#9
I got a colonist shot (ran before my other colonist who was shooting... thought he was Rambo or something)

Anyway, once I got the colonist to bed and started treatment, I found that the colonist was in shock and incapacitated at the same time due to having their right leg destroyed. This prevented the colonist from being of any use at all since they could not move and so he occupied the bed, but did nothing. Unfortunately, he kept being fed by other colonists

Had to shoot him and drag off his corpse O.O. Is this a bug? Can their movement be limited instead of no movement at all?
#10
Outdated / Re: [MOD] (Alpha 6) More Biomes v0.9
August 15, 2014, 01:14:12 AM
The mod sounds cool. Trying it now :)

Great work!
#11
I just verified that my plants show 'not growing now' when its night time, even though they are in a hydroponic basin and beside a sun lamp.

I tried changing the sunlit requirements to 'dark' but still did not work. This was with no mods and with Tmod for crops
#12
I noticed that in alpha 6, your plants stop growing at night time, even if they are being cultivated in a hydroponic basin with a sun lamp beside them :(

Edit: I also noticed that I am unable to cook fine meals. Simple meals are cooked fine. It seems that when I disable all the T Better Crops ingredients from the stove, the cook is able to prepare fine meals with potatoes, strawberries and meats. Only the extra veggies are causing the issue

Nice work guys! Love the wooden floors.
#13
Seems like alpha 6 has decaying textures for animals too. Sux that some of the thing classes are renamed especially for resources :(
#14
I am using this mod right now and like it a lot :).

2 suggestions:
1. Could you add the boars mod and the meatball mod into your pack? Those mods are really cool and would be a great addition (if allowed by their dev i.e.)
2. I observed that the food trader only sold vegetables. It should be possible to sell meats too (for example, an 'expensive' trade of untalope meat). Perhaps you could add a food trader incident in your mod, listing all the animals meat so that they are purchasable or up for sale

Thanks!
#15
@mipen, cool mod!

I found an issue where the game could not convert '3' to Binary form for the Fissure Generator. This kinda stopped the game from loading  incidents. Sorry, I removed the mod and so don't have a log to show you.

Have you encountered this error?