Quote from: EdB on June 14, 2016, 12:08:10 PMI had the same problem and following your instructions, it was fixed! You're actually the best EdB around.
Normally, this problem would happen if you've got another mod that also modifies the game's map generation. If that other mod is loaded after Prepare Carefully, its map generation changes will take precedence and your customizations will be ignored. You can find out if this is the problem by loading Prepare Carefully last in your mod order, but keep in mind that this might break the other mod.
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#1
Releases / Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
June 27, 2016, 04:11:19 AM #2
General Discussion / Re: Scaring
May 09, 2016, 12:33:14 PM
A whole colony of eyeless people would make for one spooky story for a lone visitor.
On a very chilly winter night, you approach the building, flashlight in hand.
As you get closer you appear to hear some rustling inside the dim lit building
9 shadowy figures seem to be sowing seeds
you shine your flashlight through the door and there are no reflecting surfaces
you get closer to then be roughed up by an eyeless colonist
you awake in a cell with a basket of raw hare meat on the ground
On a very chilly winter night, you approach the building, flashlight in hand.
As you get closer you appear to hear some rustling inside the dim lit building
9 shadowy figures seem to be sowing seeds
you shine your flashlight through the door and there are no reflecting surfaces
you get closer to then be roughed up by an eyeless colonist
you awake in a cell with a basket of raw hare meat on the ground
#5
Ideas / Re: Remove "wanderer joins" or revamp.
May 01, 2016, 05:25:07 AMQuote from: Zombra on April 28, 2016, 02:40:46 PMif this also means that I can order my colonists to gun him/her down just as I could with a visitor then +1
Instead of just arbitrarily adding a guy to your roster, start it like a visitor event. "A visitor arrives who would like to join your colony." Then they walk up like any visitor, with the question mark floating over their head.. You can right click on them and "Invite to join Colony".
#7
Ideas / Re: Remove the "Load Colony" option from permadeath games
May 01, 2016, 05:18:13 AM
also add force save when raids happen + two allowed saves
so that it can't be avoided in any way.
so that it can't be avoided in any way.
#8
Ideas / Re: Send out your own trade caravans
May 01, 2016, 05:14:37 AM
a lot of small scale events can be piled onto just this one feature
A stray <animal> grew a liking to <colonist A> and joined the caravan, bringing him back as a new pet.
bad weather slowed their return
raiders followed your caravan back
traders followed your caravan back
a ship crashed with various goods and your caravan brings the loot
a ship crashed with cryptosleeping citizen(s), they join your colony
a ship crashed with cryptosleeping citizens, they are hostile and follow
the possibilities are endless.
A stray <animal> grew a liking to <colonist A> and joined the caravan, bringing him back as a new pet.
bad weather slowed their return
raiders followed your caravan back
traders followed your caravan back
a ship crashed with various goods and your caravan brings the loot
a ship crashed with cryptosleeping citizen(s), they join your colony
a ship crashed with cryptosleeping citizens, they are hostile and follow
the possibilities are endless.
#9
Ideas / Re: Traitors
May 01, 2016, 05:05:38 AMQuote from: SirLeonardo on April 30, 2016, 05:09:13 PMor focus on kidnapping someone
Visitors could go to your colony in a reasonabel number an well-armed,and when they enter your hall,they attack your colonists.
the whole idea of traitors sounds !FUN! when you put it together in a big prison break.
#10
Ideas / Re: Tone down insect hives. Give the player more time to respond.
May 01, 2016, 05:02:23 AMQuote from: Goldenpotatoes on April 30, 2016, 08:22:52 PMpretty much this, i feel like some players are looking for their safespace in this dangerous game.
If you don't prepare for what you know will come then that's completely your fault.
tl;dr: git gud screblerd
#11
Ideas / Re: Better reactions to colonist social fights
May 01, 2016, 04:53:43 AMQuote from: harpyeagle on April 30, 2016, 10:48:19 PMOn my colony of 10 years, a fight broke out between the queen and a new recruit. I was on the edge of my seat with all of my colonists drafted, ARREST HIM, ARREST HIM STOP HIM NOW.
Maybe they will try to break up the fight, or something else I dunno.
It's really jarring how other colonists can just walk past two colonist intent on beating each other up like nothing is happening.
The king and his people watched his wife in a fistfight with a lowly recruit.
In a real life situation, someone puts their hand on my loved one I'm going to diffuse the situation, and damn right I'm going to expect my close friends to help me diffuse it.
#12
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 01, 2016, 04:44:05 AMQuote from: Xbalanque on April 30, 2016, 05:49:30 PM
Anyone knows why my dog wont eat? I have alot of Hay and Potatos...
Quote from: Dynastiew on April 30, 2016, 06:06:47 PMwhen Rimworld makes you question if dogs eat hay or meat
Dog eat meat, if i'm not wrong.
#13
Outdated / Re: [A13] Extreme Desert Oasis
May 01, 2016, 04:23:48 AMQuote from: Kaballah on May 01, 2016, 02:35:29 AMIs this true? I think it would be logical to contract these diseases through foreign products. Then again, it's not exactly shown what passed the disease onto the colonist, so...
I also decided to disable the Muscle Parasites and Gutworms diseases for the Extreme Desert biome, since they logically would not occur in an area with no animals at all.
#15
General Discussion / Re: (Not) Harnessing the bugs
April 29, 2016, 03:31:59 AM
I slow the bugs down with rock chunks and use their headquarters as a firing range for my colonists. The rewards are extracted through a tunneled door.