Menu

Show posts

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.

Show posts Menu

Messages - grizzlymint_gpt

#1
Any ETA on when the mine brush not showing area will be fixed?
#2
Unfinished / Re: Warhammer 40k - An Overall
October 29, 2015, 11:22:22 PM
I was contemplating working on a WH40k overhaul literally yesterday. Glad to see you beat me to it :D. You could try getting the WH40k weapon mod in the pack to lighten your load a little bit.
#3
Ideas / Re: Make deals to get back captured colonist
October 27, 2015, 04:26:24 PM
Quote from: MeowRailroad on October 25, 2015, 08:02:11 AM
Now there's an idea to stop a raid and get rid of a bad colonist...

It is actually a really viable strategy for getting rid of raids you can't handle. I do this occasionally. I send the one guy out as a "sacrifice," they beat him up, and then leave without harming my colony.
#4
General Discussion / Re: Room sizes and base planning?
October 27, 2015, 12:55:30 PM
-How big do you make a crop field
I usually start off with 4 8x8 fields, one for each food crop so that my first batch of food is big enough to support me for a while. This is definitely overkill, because once I start to get established I usually turn off two of them because I just have so much food.

-How small a bedroom can I make
I do mine 2x3. A cramped room doesn't affect colonists while they are sleeping, but it's still big enough to put some extras in to make it a little nicer for when they do meditate/pray in there.

-How many batteries do you guys link up at once
I'm terrible at this because my entire base is on one circuit, which can really screw you over in certain situations. I plan on getting better at this. Right now, I usually have two battery rooms that are isolated with 8 batteries in each.

-How many sq for a fridge
I make my fridge the size of the orbital beacon range, with two supporting beams in the middle, and that usually ends up being too small. 3 coolers for a space that size will keep it at 0 or below easily. I usually do 4 to help mitigate heat waves.

-can I keep them as cave chickens and feed them hay
You can keep any animal in a cave as long as they have sufficient food. They don't actually need to go outside.
#5
Quote from: Sigan on October 26, 2015, 11:50:28 AMHow can I fix this?

Delete the item and try again. It happens pretty often for me, as well.
#6
Alright, so I love the mod, even though it's pretty OP. I used it for an entire colony that lasted years and it was fine. I just started a new colony and I'm coming across a pretty big problem. For the first little while everything was fine in regards to hauling clothes from butchered raiders to wooden equipment racks. Then I start to notice my colonists getting stuck in infinite loops that involve going to haul clothes and then immediately stopping and standing. The problem was fixed when I disallowed all the clothes in my base. My first assumption was something went wrong with the Mending mod, because I'm not running any other mods that I figured would affect clothes like that. I was confused, because I had neither a mending table, or any colonists with mending as a job, so I did some troubleshooting.

First, I made sure none of my colonists had mending as one of their jobs, which didn't work. Next, I destroyed my butcher table and equipment racks to make sure they weren't getting stuck on either of those, which didn't work, either. Next, I went ahead and built a mending table, and that finally solved the problem... For a little while. Life returned to normal. Clothes were being mended and hauled to my storage area. This went on for a good while, when all of a sudden, it started happening again. Except this time, it was while trying to haul mended clothes back to storage.

I'm all out of ideas now other than to destroy the table and rebuild it, but that's not a permanent solution, so I came here.
#7
Marsh is 36%, not sure what deep snow is.
#8
I love the mod, and I love the new update with the Mechanoid tab. However, I think being able to toggle all of an option at once would be a huge quality of life increase. It's kind of a bummer clicking "Stay Home" 20+ times every time I get raided.
#9
Mods / Re: I need some mods
October 22, 2015, 12:41:56 PM
Quote from: facc00 on October 22, 2015, 11:44:53 AM
So alot of theses mods need to be in a certain order, is there something similar to skyrims (LOOT, BOSS, MO) mod load order.

https://ludeon.com/forums/index.php?topic=7454
#10
General Discussion / Re: Cooling
October 20, 2015, 12:49:41 PM
Is there adequate space on the outside of the cooler? If the red is in a small enclosed space, it'll get so hot in there that it'll heat up the room you're trying to cool.
#11
Mods / Re: More Power
October 18, 2015, 09:11:18 PM
I just edited my game to make ship reactors give 4k power instead of the usual 1k. I felt like 1k power for flying a space ship was all kinds of silly.
#12
General Discussion / Re: How's the Animal army going?
October 16, 2015, 05:56:29 PM
You can't train chickens.
#13
Mods / [Request] Colony Name Generator
October 14, 2015, 05:05:15 PM
All I want is a button that gives me a list of random names to choose from when choosing a colony name. I want to see some silly names, on par, or better than some of the stupid names AI colonies get. Maybe have it combine phrases from two separate text files. One for prefixes and one for suffixes.

Also, I'm not sure if something like this exists already, or is even possible.
#14
Stories / Re: Farewell, my chinchilla fur industry.
October 14, 2015, 12:45:57 PM
i cri everytiem
#15
Releases / Re: [A11] Auto-Turrets Mod v1.5
October 12, 2015, 10:26:25 PM
Quote from: Ouan on August 24, 2015, 03:49:53 AM
Anyone know if it is compatible with A12 yet?

It works fine with A12, although I do get an error on start up, but it doesn't seem to affect anything. That's actually the reason I came here, to try and solve this. On startup, I get these errors. I get the error whether I have just the turret pack mod loaded, or any other number of mods. And as I mentioned already, it doesn't actually seem to affect anything, as all the turrets seem to be working correctly.