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Messages - highlander345

#1
Stories / Re: Casandra gives the worst colonists
December 27, 2016, 07:32:24 AM
Potentially they could be a great crafter, but you need the worlds best colony as Too smart and Very neurotic will put their break at like 50%
#2
Stories / Re: Casandra gives the worst colonists
December 23, 2016, 05:31:33 PM
I usually farm and just accidentally forget to rescue some of the pods that are terrible, although it is a real pain when someone with no skills arrives and goes "Oh hey, I live here now".
#3
Stories / An interesting landing spot
December 23, 2016, 04:29:43 PM
I'm not entirely sure if this was caused by a mod, but it provided an interesting start to my new colony, I just survived, by hiding round corners with my pistol and rifle and wearing them down.
Atleast I got some plasteel and gold
#4
Stories / Re: Casandra gives the worst colonists
December 18, 2016, 03:30:02 PM
ahhh, never even thought about organs noooooo,
I kinda panicked as I have a colonist with a chemical fascination and goes on a binge whenever any drug is made or lands from a cargo pod.
Had to chase him down after a pod of flake landed on the otherside of the large map and he ran off after it
#5
Stories / Casandra gives the worst colonists
December 17, 2016, 03:36:22 PM
This is Schworer, he is literally the worst spacer to crash into my early farm plot.



Schworer is the worst, he has five days to live at most.




I had neither the materials nor want to make luciferium in a colony with colonist's that have chemical fascination, I took the luciferium, put it in a room with no doors and sold it to the next traders.

Schworer made a nice hat though.
-Highlander
#6
Quote from: milon on April 14, 2016, 02:56:55 PM
I actually had the opposite experience.  I was playing a new Randy Ice Sheet game, they just landed, and I was looking for shelter.  There was a building half sticking out of a mountain, so I told a colonist to deconstruct the wall.  I got the ancient danger warning and figured I'd risk it; at -30C with no parkas they weren't going to last long anyway.  Opened it up, and there were some psychic artifacts and 4 cryptosleep caskets, no mechs.  A couple days later I opened the caskets, and out popped 2 dead bodies and 2 incap'd naked guys, all of which became food for the starving colony.  :)

Haha lucky you, that's randy for you, he gives as much good fortune as he takes, I was doing a classic game so it was proportional to the wealth of my colony approximately.
#7
Quote from: PotatoeTater on April 11, 2016, 01:38:00 PM
Your colony must have been pretty wealthy for the game to throw that against you lol.
Yeah it was, most colonists had some form of bionic and Flint is wearing Assault power armor from the Rimsenal mod, had a couple EPOE advanced bionics too.
#8
Quote from: nightblue on April 10, 2016, 07:47:51 PM
I tell my guyz to run for the hills every time I see that message.  No treasures in that rooms either from the looks of it... R.I.P.!
Yeah, really shouldn't have opened it, and there is actually under all mechanoid, one psychic  insanity device and a cryo pod, the centipede is ontop of it in this picture, but yeah, I was not prepared when I opened it  :P
#9
Haha, Well they won unfortunately, the Lance's killed Flint instantly with a headshot that destroyed the brain, the other two made it back to base but a few auto turrets weren't enough, my poor colony got slaughtered.
#10
I saw the Ancient danger message pop up on this little shack half in a mountain and I thought, meh, probably a couple of megascarrabs or just an unfriendly cryo pod, I have never been so wrong.
#11
Hi, using just your mod pack, and well, for some reason whenever i start a new world, load an old save, i get ghosts of the old colonists in my interface, can't get rid of them at all now

[attachment deleted due to age]
#12
Stories / Re: Alcoholic Terriers?!?!
September 07, 2015, 07:18:18 PM
damn, I thought teenagers were bad for stealing booze, these animals are Alcoholics, especially as I found the terrier after finding terrier vomit all over my base and wondered if one was ill when i found its body on top of the booze in my storage room
#13
Stories / Alcoholic Terriers?!?!
September 07, 2015, 06:59:53 PM
So I've just reached winter and have just been stockpiling booze to keep my colonists going through the Cold months, and well, one of my terriers got drunk on my booze and died of it, I've been in a mix of shock that one of my dogs died and trying not to laugh that it can drink my alcohol. still wondering if its a design feature or just an oversight.
Have any of you guys had any similar experiences?

[attachment deleted due to age]
#14
Outdated / Re: [A12c] Community Core Library (v0.12.1)
September 06, 2015, 03:42:41 PM
I think I found the issue, EDB Mod Order Wasn't activating it directly after the core, so i cleaned installed and activated it before EDB Mod order and it seems to have worked, Not sure if just the clean install stopped the issue, or if that is directly responsible

EDIT: Mechanical Defense 2 Base causes the error to reoccur, I didn't know that it required CCL
#15
Outdated / Re: [A12c] Community Core Library (v0.12.1)
September 06, 2015, 03:17:43 PM
Currently I'm running with; Clutter, M&Co Enhanced Defense, Glitter Tech, Rimsenal, LT mods (infusion, redistheat, rimeffect), Misc + Mai and T's Mods, not all use CCL but that is my mod list, it was all working fine until I updated CCL, RedistHeat, MD2 Fortifications and added Clutter