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Messages - Safir

#1
Never had a gift, is it like a letter thing or only a small message that pops up and you could miss?
#2
Bugs / Re: 1.0.1982 Malaria dissapeared
August 02, 2018, 09:02:47 AM
Also, below is the message about 9 of them with malaria, saw a pawn have malaria, then it disappeared. Second image is to show barely any progress with the disease.



#3
Bugs / 1.0.1982 Malaria dissapeared
August 02, 2018, 08:51:25 AM
9 pawns got malaria from an outbreak at night, drafted all the pawns in entirety of base to then release them so all diseased pawns move to hospital beds immediately, then only 6 pawns had malaria.

Expected all 9 of the initially diseased pawns to have malaria.

Log and save file in link below.

https://www.dropbox.com/s/ihcz039wxw0m1cp/Malaria%20B%20Gone.zip?dl=0

#4
General Discussion / Re: Steam Achievments
August 01, 2018, 01:56:12 PM
Quote from: Syrchalis on August 01, 2018, 07:52:44 AM
things you normally wouldn't do, because they are sub-optimal.

This. Get players out of their comfort zone and try new things, new ideas and new strategies.
#5
Storyteller: Cassandra Classic
Difficulty: Medium
Biome/hilliness: Temperate Forest Flat River
Commitment mode: Yes
Current colony age (days): 330-ish?
Hours played in the last 2 days: 10?
Complete mod list: None

I don't really want to post a complete story about how it felt atm. It did seem strange that the faction calling for peace talks decides to attack. See attached screenshot.



[attachment deleted due to age]
#6
Yes, copy all the bills! Setting up a new clothes policy and need gear? Spend 5 minutes copy pasting all the bills to 4 tables. ctrl+v doesn't do it either.
#7
When the new fancy button to add a blueprint for destroyed stuff is active, the items it blueprints should retain bills and temperature settings until built and added or if the blueprint is removed. Pawns might rebuild the coolers in the freezer, but the temperature resets to +21, ideal for pawns, but not for frozen food.
#8
So, I don't think this is a bug, maybe more of a missing feature, but it feels very overlooked. When I send a caravan off, the people in that caravan lose ownership of their beds. Sure, they'll claim new ones when back, but what if a certain pawn has a certain bed/room for reasons. It adds unnecessary micromanagement. Thoughts?
#9
Yeah, I was just about to start a new A16 game and had almost finished downloading all mods I wanted to use. Now I suppose I'll have to aim for a vanilla A17 instead to take all the new stuff in. Thanks Tynan!
#10
So something really strange just happened yesterday. One of my colonists was going after a squirrel for hunting and all of a sudden ALL of the animals on the ENTIRE map just disappeared. The only animal remaining was the tame dog. It's not that something killed them, there are no corpses, they just vanished. I'd say this was inspired by an episode of the X-files, but alas, it seems as though it must be a bug of some sort. I couldn't find it in mantis nor here on the forums. Right after it happened I made a copy of the savefile. And before posting this today I see that the log is also good, well I'll add that as well, but it's not from when the bug happened.

A couple of hours later, the map is starting to populate itself again, but it was kinda' strange playing without animals, especially when we needed them for the foods.

[attachment deleted by admin - too old]
#11
Mods / Re: Mod order assistance
May 19, 2016, 10:45:00 PM
Yeah, thanks for replying. I found no valuable info for many of the mods so I just did it by trial and error and managed to locate the mod that caused the issues.
#12
Mods / Mod order assistance
May 18, 2016, 08:32:45 PM
I usually play vanilla since I mostly play only once every second alpha or so just to try some of the new stuff out. This time however I had a really fun and unforgiving game with Randy and I just want more, so I thought I'd try some mods that aren't op. Unfortunately, since I don't really use mods all that much I don't know in what order to load them. I tried looking at a mod pack and basing it off that but I couldn't barely start the game and there was no menu and the escape button didn't do anything so I had to force close the game. This below is the mod order I currently have and I'd love some feedback on what to move where, or if I have some incompatibilities. Hope you guys can help since I'm really looking forward to trying these mods out.

#13
Ideas / Re: Override
December 21, 2014, 01:48:17 PM
Quote from: Stan-K on December 14, 2014, 05:47:28 AM
+1

Simple, elegant, and a good Improvement.

I would like to add the similar situation can be solved too: "X is not a hauler/doctor/etc". Ok, so x is not a hauler, but if she is capable of it, for just this once, she should do it, just because I say so.
+1, upvote, yes
#14
Ideas / Re: Request: Roof Overlay Mode
December 21, 2014, 01:23:51 PM
Yes, exactly this!
#15
Ideas / Re: Tweaking the slave trade?
December 20, 2014, 11:29:53 AM
I agree that slave traders need to come around just as any other ship. I get that for storytelling and game balancing reasons the colonist number has a cap, even if I don't agree with it. But I feel that Cassandra should have an option that is "Cassandra Unlimited", that really unleashes her and enables larger colonies. Perhaps only a small check box for the storytellers that have those arbitrary boundaries.