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Messages - twisted067

#1
Quote from: Hydromancerx on March 18, 2018, 03:12:28 PM
Quote from: twisted067 on March 16, 2018, 12:07:31 AM
Is there a way in dev mode to reset the water freezing in cold weather? All my water has frozen over last winter and will not unfreeze, no matter how warm it gets, and it gets really hot. Any ideas?

Yeah I got this too as well as my hot and cold springs have turned into normal shallow water. :(

Yeah, it sucks. I'm a few years in and now that save is pretty much ruined...
Any ideas for fixing this? I tried several things from the dev console
#2
Is there a way in dev mode to reset the water freezing in cold weather? All my water has frozen over last winter and will not unfreeze, no matter how warm it gets, and it gets really hot. Any ideas?
#3
Not sure what happened or how to isolate the issue/find it, but a few days ago an update halved my fps in game. I went form 120fps to 60-70ish. Not sure which update it was.

I tried starting a new colony too, and have the same fps. I've been sticking to the update I started with a few days ago to keep things smooth

Edit: Well I accidentally found which mod halves my fps in my old game or a new game. Its the better minimap mod. I kept the old version I had with the latest update and my fps was 120. I updated the minimap mod to the latest one and it halved my fps. Any chance this could be looked into? Its a pretty dramatic change to drop half my fps. I wonder if anyone else has this issue as well

I can upload the old version of the mod that I have that isn't laggy if you need that.
#4
I don't have a screenshot, I'm not sure when/If I could get one. I don't have much free time.

To clarify, this was when using a roof outside, such as a porch or a roofed walkway. I would have a 1x1 wall spaced out every 3 tiles, with a 3 wide roof built over a road, stretching as far as the walls allowed. The natural light from the sun (during the day) would not "wrap" around the roof. So you had full daylight just 1 tile away, with nothing blocking it. I know there's a term for this (ambient occlusion?), but I forget it.
#5
Ideas / A request to change the current lightng mechanics
November 04, 2017, 08:16:04 PM
Haven't had a chance to try A18 yet. One thing that's bugged me for a while is the how the lighting works around roofs that don't have walls. I usually build covered walkways outside to hide from the weather, however this results in 0% light directly under the roof, while having 100% light right next to it, and there are no walls or anything to block the light. Is this addressed in A18?


Moderator's edit (Calahan) - This was incorrectly posted in the A18 feedback thread, so have moved it to bugs suggestions where it belongs.
#6
Is light around roofs ever going to be fixed? Kind of awkward to have a patio or roofed walkway outside be completely dark, even though there's no walls. One tile 100% light, next tile 0% cause roof, don't make no sense. Light levels should be similar to what any other light source does, and fade out.
#7
Anyone know where I can make explosives? Cannot figure out which bench makes prometheum
#8
Anyone know where I can make 'launcher weapon components'?

Nvm i found it, I needed advanced metalworking research.
#9
Is there a trader that buys plasma bolts/charged rail rays/charged laser beam/charged ray rail etc, ammo types? 7 years into my game with half of that having a comms console for trade ships, and so far nobody buys/sells this ammo type. By now, I'm pretty sure I've encountered all the trader types available. Bug?
#10
Quote from: sidfu on April 21, 2017, 07:12:18 PM
major udpate to pack 4 hours ago. this may or maynot break your save.

What all is in this major update? Is there a change log? Could you let us know of the changes made?

Edit: Updating breaks everything unfortunately. What all was in the update so that I can determine if its worth restarting a colony again.
#11
Quote from: sidfu on April 21, 2017, 07:12:18 PM
major udpate to pack 4 hours ago. this may or maynot break your save.

Has anyone tested to see if their save broke? I am unable to test for a while
#12
Does it matter what materials you use to build your wind turbines/solar panels? Would higher quality materials produce more electricity than just steel?
#13
Is there anything that can be done with terminator bodies? Can I disassemble them in any workbench? Or do I just bury/cremate?
#14
Mods / Mod request: Glass Roof
January 15, 2017, 01:20:12 PM
Is it possible to create a mod to build a glass roof? I would like this to make a greenhouse, and to also have natural lighting here and there.

Thanks!
#15
Quote from: Rhyssia on January 06, 2017, 08:34:43 PM
Anyone else having issues with prepare carefully? The backstories are not saving, and change when you start a new colony. Its really frustrating because my colonists keep getting shit like incapable of violent/cleaning/hauling/social all in one.

Yeah, I just tested this again to make. I have been restarting over and over because my backstories keep changing. I have been restarting my game each time as well. No matter the scenario, my people start as cat people with randomized backstories.

Edit: I think i figured it out. Checking prepare carefully files for my colonists, it has everything tagged with "OrassanID". Not sure why...but why would the backstories change?

Here is an example:
      <pawnKindDef>Orassan</pawnKindDef>
      <thingDef>Alien_Orassan</thingDef>
      <childhood>OrassanIDCapitalChild_Orassan_SpacerChild</childhood>
      <adulthood>OrassanIDCraftsman_Orassan_Crafter</adulthood>

How would I modify this for them to be regular human pawns?

This raises questions of why and how they even became Orassan by default.

Edit 2: figured it out. Removed thingdef from colonists and changed Orassan to Colonist. Seems to work fine now, no changing in backstories or race. Not sure how this happened initially.