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Messages - alexdgreat

#1
Releases / Re: [1.0] Medical IV's - Update 1.4.1
June 12, 2019, 05:47:51 AM
Very interesting idea, But there are some solutions that I don't like.
1.IMHO painkillers must cause addiction (and may be tolerancy), like other drugs.
2.Receiving blood bags via draw blood operation may be exploitable on prisoners. Draw blood - give a rest - repeat - ... - a whole lot of blood bags! Hint - let a draw blood operation adds hediff to a donor, something like: "Blood harvested x times". When counter reaches 3-5 let new draw blood kills the patient.
3. If we have some blood bags, then where is ability to "Administer blood transfusion" to cure blood loss? IMHO  this is more useful then reduce bleeding.
4. It is intentional that tend quality offset and surgery success factor has accumulated effect if some different drips installed around medical bed? I have +15% tend quality, and +30% surgery success when istalls three IV drips (nutrition, blood, and painkiller). This is a lot!
5. I saw many times how wounded pawns jumps on their feet (to change clothes for example) after administer drug who ease pain. How about painkiller drip? Could it be that the patient under the action of the painkiller drip feels well enough that he wants to get up, and immediately falls again from the pain?
#2
Releases / Re: [B19] Death Rattle (2018-9-9)
October 19, 2018, 05:36:01 AM
Please update to 1.0
#3
Releases / Re: [B19] A Dog Said... Animal Surgery
August 31, 2018, 03:24:01 AM
Where I can get a Lite version of mod for b19?
#4
Releases / Re: [B19] Mend And Recycle
August 30, 2018, 05:56:55 AM
It is intentional, that the mending workbench has a smaller size, then other benches? (3x1 vs 3.5x1.5) Looks oddly, for me.

[attachment deleted due to age]
#5
Releases / Re: [B19][SYR] Syrchalis' Mods
August 30, 2018, 03:51:18 AM
Coffee & Tea looks very interesting. Two questions.
1. Are the any incidents with coffee & tea like with other drugs, such as binge or overdose?
2 Do the sims pawns know when it is best time to drink coffee, or the choice will be random, like with beer or joints?
#6
I started to familiarize myself with Fertile Fields mod. The part related to terraforming for my needs is not very necessary, but the fertilization of the fields is very interesting. No magical transformation of gravel and stone into fertile soil, time and a lot of work, and once on the site of the former rock we will be able to plant and harvest.
But the recipe used to get compost from raw food is too barbarous. Even the fact that rotten food suits for it does not change much, because I myself almost do not allow food to spoil, it will either be eaten before or it will be safely stored frozen. From the cheap options remains hay, which still needs to be accumulated in abundance, and the burning of corpses in the crematorium.
But in a real farm, there is much more raw material for compost. I am sure that I will not say anything, you would not know, but still I will list it.
1. Manure. And not only from large animals. A dozen of hens will also create a lot of litter suitable for fertilizing the soil.
2. Waste from harvesting (stalks of plants); from logging (branches and leaves); from the butchering (intestines); from cooking (potato peelings); scraps from eating.
Surely, the introduction of these new techniques requires considerable effort and possible changes to key mechanics of the game itself.  But it will be much more plausible than making compost from eatable veggies and meat.
#7
Releases / Re: [B18] A Dog Said... Animal Surgery
November 28, 2017, 07:16:23 AM
Thanks. Now it works without error log show ups.
Now about another. Do animals really use the blade-replaced tail in battle? All animals including dogs?
#8
Releases / Re: [B18] A Dog Said... Animal Surgery
November 28, 2017, 02:55:51 AM
Beta 18. Latest Lite version of mod. Every time get this error log when the game started. Did I do something wrong, or problem is in a mod itself?
Quote[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Base_Outlander_Standard"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Caravan_Outlander_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_PirateMerchant"]/stockGenerators) failed
#9
Outdated / Re: [A15/A16] [MODLIST] ItchyFlea's Small Mods
November 24, 2017, 07:06:02 AM
I try TargetPractise for very first time. Is there a way to enable a shooting animation? Because a pawn who use shooting range, animated as if it were repairing something, and not as if he were shooting. Yes, pawn receiving a shooting exp as expected, but weirdly animated.
#10
Yeah, yeah, I noticed this odd behavior too.  Friendly caravan can make a stop next to my fridge, and pack-animals will continuously walk into fridge and eat my food. Next time, in the middle of bitter cold winter, caravan make stop next to greenhouse, then people and animals began to endlessly walking in & out to greenhouse, leaving doors open for a long. It's a miracle that they did not freeze the crops.
#11
QuoteMake dusters. At powered off, placed outside tailoring bench. Also bad temperature help to make process slower and cheaper.
And with one arm amputated, and second is "simple prosthetic"?  ;)
#12
Why are you hating crafters so much?
From a16 to a17 changed next:
Making joints - no crafting XP
Making drugs - crafting job who gave Intellectual XP, but no crafting XP
Stonecutting - crafting job who gave Construction XP, but no crafting XP
How do I must to level up Crafting in cheap way in such conditions?
Making hundreds of shoddy t-shirts, and wooden swords is wasted resources and time
#13
Have you noticed that caravan system allow you to "left behind" any unwanted pawns? If you do so in a neutral village, a negative mood impact will be much less and much shorter then if pawn was killed, or freezed/starved to death.
#14
Bugs / Re: [A16] No diseases or infections?
January 04, 2017, 03:11:32 PM
Wow! After 2.5 years running colony, very first incident of plague happens. So my guess about there is no diseases at all is incorrect. But probability of disease incident seems is very low.
#15
Bugs / Re: [A16] No diseases or infections?
January 01, 2017, 09:21:59 AM
Quote from: GanjaBoss on January 01, 2017, 08:49:21 AM
are you playing standart scenario or playing with mods?
No mods. I played "Lost Tribe" scenario in Desert biome long enough (Cassandra Intense), also played about 5 minutes in "Crashlanded" in tropical biome (Randy Extreme). No one get Flu after I 10 times clicked on "Execute incident - Disease_Flu", in developer mode. But maybe there is a hidden period in disease progress? Because a Mechanites, gut worms or muscule parasites reported immidiately after "Execute incident" clicked.