The clothes the colonist was wearing would provide some protection. Looks like that one had Synthread Pants?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#2
Releases / Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
January 28, 2018, 05:19:23 AM
Another similar bug to the one above. If the Reactor is built, then turned off, and then the loom wires are built to it, it will not connect to the console loom when it is turned back on. Deconstructing/reconstructing one of the wires with the reactor turned on causes the loom connection to be made.
#3
Releases / Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
January 28, 2018, 05:01:09 AM
Minor bug report: Build a Thor Turbine, turn it off, then build a high voltage transformer touching the turbine. The turbine and transformer will not show as being connected on the high voltage overlay even after the Turbine is turned back on. I had built two HV wire pieces on the side when they didn't originally connect but these showed as connected to the transformer and not the turbine. Deconstructing one of these triggered a check which then connected the turbine and transformer together. It would be good if this check is done when the turbine is turned on.
#4
Bugs / Re: [B18] Queued orders allow Pawns to ignore work priorities and work restrictions
January 22, 2018, 02:09:25 AM
I have noticed that when building any object is forced (bed, worktable, etc.), they will smooth the tile under the floor automatically as if it were forced following the object construction. I suspect that the smoothing is being added to their queue while building the end table in your example as if you had queued it even though you did not resulting in them returning to the floor smoothing after mining the short interval that 'forced mining' does before the move on to the next item (about 12 hits in my experience).
Strangely on large objects, they only smooth the floor under the tile you right-clicked to force the build and not all tiles under the object.
Strangely on large objects, they only smooth the floor under the tile you right-clicked to force the build and not all tiles under the object.
#5
Ideas / Re: Boomalope/boomrat hunter predator
January 18, 2018, 02:10:46 AM
The counter argument to why the boomalopes haven't taken over the planet due to the lack of predators is that in being herd animals, when one dies, many and sometimes all others in the herd also die within the coming days due to either direct damage or the resulting infections.
Boomrats on the other hand are not herd animals so should have taken over the planet by now which would be awful as they are not even worth the hunting hassle. At least the lopes have a high meat payoff to counter the extra hunting difficulty.
Boomrats on the other hand are not herd animals so should have taken over the planet by now which would be awful as they are not even worth the hunting hassle. At least the lopes have a high meat payoff to counter the extra hunting difficulty.
#6
Bugs / Re: No Random Swamps
January 17, 2018, 01:56:32 AM
Thanks for checking Calahan, I guess it was just the low probability that got me. The planet was quite a bit drier than usual despite being on the normal settings so a few dozen tries just happened to not hit any of the bog/swamps. Guess you can close this one.
#7
Bugs / [B18] No Random Swamps (Update - Not a bug)
January 16, 2018, 12:38:12 PM
The 'Select random site' button never selects the new swamp biomes when starting a new game. Maybe this is intended as they are 'harder' than their normal cousins but if so, it's not Random.
#8
Bugs / Re: Bug: cannot queue action on a sleeping colonist (B18)
January 16, 2018, 02:00:50 AM
If it is intended it should not show the action as being queued. That gives the player the impression it will be done when in reality it will be discarded.
#9
Releases / Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
January 05, 2018, 04:44:18 PM
Minor bug report: If a pawn is working on the nuclear research table they are not shown on the list to form a caravan, either from the world map or transport pods.
#10
General Discussion / Re: Scenario Editor - Ranged damage
January 05, 2018, 06:58:46 AM
If you just want shorter battles, what about giving a 100% chance to Wimp trait so everybody gets one/two-hit downed?
#11
Releases / Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
January 05, 2018, 01:51:52 AMQuote from: blizzardwolf420 on January 04, 2018, 11:55:03 PM
it wont allow me to force it, and i have everything it needs. I made a sep save with pawns who are all maxed out at 20 for all skill , made sure i had all the materials and then some and it still wont work. Im waiting to see if anyone else has the issue with the beta, if not then it may be some weird mod conflict that just isnt tossing up an error.
No issues with it here. Are you using Fluffy's Work Tab? There are new job givers for the Nuclear types (Do Research within Crafting, etc.) so check that they are set for the Pawns. What does it say when you right click the table with a pawn selected?
I added the mod to an existing save and some pawns got the new work type added with a priority by default while others did not so maybe that is the issue ?
@Dub, there are multiple references in the research description to a full load being 24 rods but it only holds 21. Just a typo?
#12
General Discussion / Re: The best Caravan request ever
December 29, 2017, 07:10:23 AMQuote from: Sinosauropteryx on December 28, 2017, 05:06:37 PM
I don't know if I'll ever see a better deal than 19x Pants for an Infinite Chemreactor. I didn't even know the thing existed.
Had to produce 38 tuques to get mine and deliver them through the winter so it took 28 days round trip (uphill, both ways!). Still worth it.
I like the clothing/weapon based ones. Allows training the bad crafters without penalty as the quality doesn't matter. Also a good use for D clothing. It would be good if when fulfilling the trade you could select which of the items to actually trade if you have too many with you.
#13
Bugs / Re: [A16] Egg hatching
April 11, 2017, 05:49:15 AM
This also works in the reverse i.e. haul a ruined egg to a stack of unruined eggs and it joins the group as unruined and hatches with the rest.
I really hope the issue with stacking eggs behaving by merging the maturity levels such that they all hatch at the same time is changed in future versions. I get what it's doing and when the parallel function is applied to unrefrigerated meals, one can mentally wave it off as 'stock rotation' but with animals hatching it seems like it should be different. Perhaps eggs should only stack if within x% (10?) i.e. an egg at 32% could be added to any stack from 22-42% but wouldn't be added to a 95% stack and hatch the next day.
I really hope the issue with stacking eggs behaving by merging the maturity levels such that they all hatch at the same time is changed in future versions. I get what it's doing and when the parallel function is applied to unrefrigerated meals, one can mentally wave it off as 'stock rotation' but with animals hatching it seems like it should be different. Perhaps eggs should only stack if within x% (10?) i.e. an egg at 32% could be added to any stack from 22-42% but wouldn't be added to a 95% stack and hatch the next day.
#14
Ideas / Re: more info on factions on world map
February 21, 2017, 09:27:59 AMQuote from: SpaceDorf on February 21, 2017, 01:53:14 AM
( and I choose not to suggest "questioning" prisoners" )
They should be allowed to 'question' prisoners for the locations with a success/fail based on the social skill of the pawn. You just don't know if it was a success or pass until you send a caravan to the map location ... Town, Ambush or Tumbleweeds ...
#15
Outdated / Re: [A16] QualityBuilder - build like never before! (V 1.0.5 : 21.01.17)
February 02, 2017, 08:08:40 AMQuote from: Grabarz on January 29, 2017, 09:59:44 AM
Somehow when i enable this mod - Hospitality mod does not work correctly ( guest tab ) from hospitality is disappearing
I use them both without issue so it should be solvable for you. Try moving Hospitality lower down your mod list, at least below Quality Builder if you suspect that's the conflict.