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Messages - Entropy147

#1
Greetings, I noticed that the futuristic weapons crafting table seems to be missing a few laser and plasma weapon recipes (for example, the M-10 Spiker and the C1 Ascension pistol) is this intentional?

Edit: I also noticed that colonists with bionic/cybernetic arms can't wear gloves or gauntlets


#2
I noticed that artificial limbs (i.e bionic limbs) and quite a lot of medical stuff are now considered to be implants, is this intentional?
Edit: It turns out that this doesn't cause any issues with replacing limbs
#3
I can't seem to store neutro flower petals, when I looked at the stockpile menu i couldn't find the item to allow it, pressing allow all did nothing aswell
#4
I did an update, everything works fine, thanks for the fix!
#5
I can't seem to make repair kits in the github (most recent) version, is this intentional? I think I have all of the necessary research. The option to make repair kits isn't showing up in the mending workbenches bill tab.

Edit: Found the issue (I think) whenever I load up the world and first open the the bills tab a red issue appears on the debug console.
#6
I seem to be having issues with fixing bad backs, in that the bad back debuff appears on the torso instead of the spine.
#7
Ideas / Re: Fair trade prices
May 26, 2016, 03:07:00 PM
Quote from: GarettZriwin on May 26, 2016, 05:13:09 AM
Not everyone wants to sell you all they have, from prices it seem that they want to buy medicine and sell it only if you really make it worth their while.
fair enough, but I would assume the colonists would also only sell medicine (or whatever) if the traders really made it worthwhile, instead of giving it away for essentially next to nothing, what I'm suggesting is that in trade screen, your prices are "normal" and not "very cheap or cheap" as it is with traders.
#8
Ideas / Fair trade prices
May 25, 2016, 06:29:12 PM
I'm sure someone has brought this up before, but this has been bugging me for a while especially now with trader caravans and whatnot, so, I'll give you an actual example, so I'm running an arid shrub land colony (or whatever it's called) and I'm running low on medicine and the trader just so happens to have some, so these are the prices: Me: 1 meds for 12 silver, they sell 1 meds for 44 silver, I have 1 meds in my stockpile, and they bought about 15, is the game trying to tell me that my level 11 social guy can't sway lower prices from the traders? what I'm suggesting is that the price at which traders sell things should lower based on the colonists social skill, for example a level 1 guy couldn't sway medicine prices, however a level 20 colonist should be able to sway medicine prices to "Very Cheap" and be able to sway the trader to buy your supplies for more. as of right now I don't believe this is a thing, but I find it unfair that it costs me 40 silver for 1 med, while it costs them less than 15 silver to buy my medicine, perhaps this could pave the way for more traits, or add more use for traits such as beautiful, ugly and psychopath.
#9
Bugs / Re: Unable to remove scyther blades
May 13, 2016, 03:17:38 PM
Yeah, I've tried it, no difference.
#10
Bugs / Re: Unable to remove scyther blades
May 13, 2016, 01:30:07 PM
I haven't seen any research for surgery on scythers, and I also tried spawning scythers in with dev tools and downing them, I got the same result.
#11
Bugs / Re: Unable to remove scyther blades
May 12, 2016, 03:38:12 PM
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [igdumdim32.dll 10.18.10.3958]
    Renderer: Intel(R) HD Graphics
    Vendor:   Intel
    VRAM:     912 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.093 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
UnloadTime: 2.304101 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 5682.
Total: 58.070656 ms (FindLiveObjects: 0.371758 ms CreateObjectMapping: 0.607242 ms MarkObjects: 56.057346 ms  DeleteObjects: 0.083246 ms)

Platform assembly: C:\Users\James\Desktop\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing new game with mods Core

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

#12
Bugs / Re: Unable to remove scyther blades
May 12, 2016, 03:02:37 PM
yeah, properly downed (not dead) by my resident sniper guy, when this happens no error shows up in the debug menu, might take me a while to sift through it, much to my avail I installed a mod pack about an hour ago. (do you want me to post my full output.log? it would alleviate the need to sift through it all)
#13
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 02:53:40 PM
ahh, I understand, and sorry, I must of skimmed over that post.
#14
Bugs / Re: Unable to remove scyther blades
May 12, 2016, 02:37:52 PM
yeah
#15
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 02:19:06 PM
Is it possible you (or I) could add prepare carefully into this modpack?