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Messages - dr33mz33

#1
Although I'm sure that this has been explained before, how do I get the mod to sell one set of items with higher priority? F.i. I'd like to sell all my apparel before my statues are sold. Putting one rule before the other does not seem to work. Thanks in advance
#2
Outdated / Re: [B18] SF Mods 2018 REEEEEEE more mods
October 27, 2018, 05:32:19 PM
Could you put up a link for quality treatment 1.0 that doesn't require steam? Thank you so much !
#3
If you set up a policy to carry X number, but you don't want them to use it unless manually specified, they simply don't pick it up. I would like to know which mod I can use to achieve this while leaving the vanilla experience unaltered, so combat mods might  not be suitable for this.
The same thing would be nice with medicine and doctors, there is a mod by UUUggg geared towards this but it conflicts with pharmacist, I'm afraid (always applies the highest quality medicine without regard to the condition being treated)

Thanks in advance!
#4
It only happens when, while creating a rule, you hit Esc and cancel a filter you are currently setting. In that instance, I have to close the window and try to create the rule again for the filter window  to work again. But it is such a small thing I'm not bothered at all. Also maybe others do not experience this, doesn't matter all that much tbh. Thanks again!
#5
This is very nice and powerful! Thank you. It took me a while to figure out all the functions though. Also, if you try to set quantity before touching the filters it seems to block them. That might be a bit counterintuitive for some people. I'm still using the b19 version though.
#6
Thank you, that solves my problem
#7
Greetings. I find it useful to have a couple of 1 tile stockpiles set to high priority, particularly one for meat and another for vegetables next to my cook, and also one for a dining room freezer. The problem is that, since priority is high, a lot eficciency is wasted in hauling 1 or 2 items  instead of  full stacks (1 or 2 meals to a 10 meal stockpile or 10 or 20 vegetables to a 75x one). Even loops are formed sometimes.
Do you have any ideas as to how to get around this?
#8
Quote from: 5thHorseman on October 13, 2018, 10:51:34 PM
Quote from: dr33mz33 on October 13, 2018, 10:15:30 PM
So if In understand it correctly, if you mine but 1 overhead mountain tile you can start an infestation. You have to be very careful with this if you are trying to mine some resources around your base, usually the first 3 tiles are Ok. But still, it would be nice not to have to worry about this. What do you guys think?

Thank you, that is very helpful indeed. I suspectedI was mistaken but I didn't find any source that would explain it thoroughfully so there you go. Solved.

You seem to have a couple misunderstandings about infestations.

Infestations do not happen when you mine in mountains. They happen when mined out mountains are left around. Technically it COULD happen right as you mine out a mountain piece, but you're probably more likely to have an ally faction go hostile because meteorites keep hitting their caravans in your territory. :D

I say this because I had a meteorite hit a caravan once, and have never, ever had an infestation from a freshly mined mountain.

But anyway, you also have a very easy way to find out if you're digging in a mountain. In the lower right of the screen are icons. One of them looks like a house. Clicking that will show you all things with roofs. Light green is normal, safe roofs. Those you build and those from hills. Dark green is mountains. So long as you have *zero* dark green tiles on the map, you will have *zero* infestations.

You can mine them safely, just once done back fill them with your cheapest, most readily available resource. I personally almost always use wood.

Also one last thing. Infestations are scary, sure. But you can survive them without TOO much trouble so long as everything else is going okay in your colony.
#9
Mods / Overhead mining and infestations [Solved]
October 13, 2018, 10:15:30 PM
So if In understand it correctly, if you mine but 1 overhead mountain tile you can start an infestation. You have to be very careful with this if you are trying to mine some resources around your base, usually the first 3 tiles are Ok. But still, it would be nice not to have to worry about this. What do you guys think?
#10
Releases / Re: [B19] [KV] RimFridge [ModSync RW]
October 10, 2018, 06:58:24 PM
Quote from: Monzer on September 04, 2018, 10:59:41 AM
when I build any fridge it disappears i mean I order to build they make a blueprint and after constructing nothing happens .
You must use the Folder structure "as is". The problem is that you open the folder "Rimfridge", you found a subfolder and then you copied it directly to your Mods Folder. You must copy the folder Rimfridge, containing the aforementioned subfolder, into the Mods folder. Then it will work flawlessly.
#11
I did install the program, but every option I apply decreases the fps counter (which is very useful by itself, just to check how effective any given measure has on total FPS) Could you upload your cfg or give a few hints as to how I can actually improve my FPS?
#12
 Thank you indeed, the 2nd option works rather well. Nice!

pd: Also the pawn is able to move with 900+kg load, which is of course a bit of an exploit but it's very useful to unload items when you arrive at your base at a precise location.

pd2: When handling lots of items I find it easier to reform the caravan selecting all but your pawn fo choice, who will be left with all the inventory. I find this quicker than selecting all the items and the pawn.
#13
Thank you for your answer, I did know the mod. It is not what I'm looking for, the mod deals with player established bases. My issue is with lumps of precious resources (you got 10 days to mine them). That mod is ineffective in that regard.
It is not that big of a deal, it would simply be  a nice QoL improvement.
#14
As the topic says, I like to travel around with beds, tables, chairs and food. Also around 15 muffalos to visit more than 1 lump at a time. However when entering this event the items won't be unloaded automatically, I need to sort through every  packing animal, find the items I need and then manually unpack them, which requires considerable effort for a couple days stay.
Is there any way or mod to fix this so it works in the same way as the "settle" mechanic?
Thank you.