Is that possible in STEAM? I don't have the DRM version.
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#2
Mods / Mod idea: Surviving Mars
October 14, 2019, 08:12:42 AM
Would love to see a Surviving Mars/Rimworld cross-over.
A map in rocky red zone where initial pawns are robots that mine and collect minerals and assemble pre-fab structures that are delivered via shuttles from Earth (drop pods). Power and water and food needs to be 'crafted' and habitat domes need to be built. Farms and greenhouses and space suits need to be crafted. The environment is the enemy - dust storms and crazy temperatures, hot and cold. Meteorites slam into the surface. Terraforming is eventually possible.
Can even through in a spider alien or two if you like.
A map in rocky red zone where initial pawns are robots that mine and collect minerals and assemble pre-fab structures that are delivered via shuttles from Earth (drop pods). Power and water and food needs to be 'crafted' and habitat domes need to be built. Farms and greenhouses and space suits need to be crafted. The environment is the enemy - dust storms and crazy temperatures, hot and cold. Meteorites slam into the surface. Terraforming is eventually possible.
Can even through in a spider alien or two if you like.
#3
Ideas / Re: Keep patients in bed!
September 13, 2019, 01:50:56 AM
Maybe you need more wardens? Wardens will bring food to patients so the patients don't need to get out of bed and feed themselves.
Trying adding more wardens (assign a bunch of '1's to the warden column).
Trying adding more wardens (assign a bunch of '1's to the warden column).
#4
Ideas / Re: Please go on sale!
July 17, 2019, 08:35:27 PMQuote from: vzoxz0 on July 17, 2019, 03:15:34 PM
I don't know what his "purchases vs time" graph looks like, but I imagine it has declined pretty strongly by now, ...
https://steamcharts.com/app/294100
Peaked in November 2018 but I really don't think there is much to be concerned about.
#5
Releases / Re: [1.0][MODLIST] Fluffy's Mods - last update: 6-6
June 30, 2019, 07:22:28 AM
Don't forget the work tab can scroll left and right with the horizontal scroll bar.
#6
Ideas / Re: Slave-to-Colonist Option
June 16, 2019, 09:12:42 PM
The Simple Slavery mod allows you to free a slave. They may run off and try to escape when you do this (and you have to arrest them again) or they may instantly join your colony as a full member.
#7
Ideas / Re: Guilty Visitors
June 05, 2019, 01:26:24 AM
What did you do to your guest to make him flip out?
I've don't think I've had that happen before. Some raiders have arrived high up to the eyeballs and don't random stuff but never a peaceful guest.
I've don't think I've had that happen before. Some raiders have arrived high up to the eyeballs and don't random stuff but never a peaceful guest.
#9
General Discussion / Re: Meta maths: how big should.my farm be?
May 19, 2019, 02:27:43 AM
So, ignoring hunting and random events, one tile of 11x11 pet colonist per year?
#10
General Discussion / Meta maths: how big should.my farm be?
May 18, 2019, 07:43:11 PM
Has anyone taken the time to scribble down some maths around food required per per year? I'm constantly underestimating the food required and I'm running short. When i increase my farms and harvest a great crop I feel comfortable only to find myself starving at the end of winter.
I know all that is part of the game and wouldn't change it but has someone done the maths to know that every colonist requires 10 (or whatever) strawberries per year to remain alive? I need to start forecasting my food residents better.
I know all that is part of the game and wouldn't change it but has someone done the maths to know that every colonist requires 10 (or whatever) strawberries per year to remain alive? I need to start forecasting my food residents better.
#11
Mods / Re: The ages old food problem
May 17, 2019, 12:28:57 AM
Ah - I see. I misunderstood. They take your ingredients from 'the field'.
Have you tried putting a 'nutrient paste' stockpile in your prison cell? Just one square. Put one in each prisoner bedroom - set to super-high priority and then your haulers will move the paste into the cells. That paste is dropped on the ground and instantly tagged as prisoner food.
That might stop your wardens force feeding other foods.
Have you tried putting a 'nutrient paste' stockpile in your prison cell? Just one square. Put one in each prisoner bedroom - set to super-high priority and then your haulers will move the paste into the cells. That paste is dropped on the ground and instantly tagged as prisoner food.
That might stop your wardens force feeding other foods.
#12
Mods / Re: The ages old food problem
May 16, 2019, 10:39:57 PM
I had this same issue. I resolved it with micro management but possibly less than you're describing:
- make one survival meal and have it hauled to your fridge/pantry/storage
- when it is dropped, mark it forbidden
If you have enough haulers I priority 1, they will add the 2nd meal onto the forbidden stack. They will keep doing this until stack size 10.
Repeat for next stack. Is still micro managing but I'm forbidding the output - not the input, by knowing that a forbidden stack can be added to but not taken from.
- make one survival meal and have it hauled to your fridge/pantry/storage
- when it is dropped, mark it forbidden
If you have enough haulers I priority 1, they will add the 2nd meal onto the forbidden stack. They will keep doing this until stack size 10.
Repeat for next stack. Is still micro managing but I'm forbidding the output - not the input, by knowing that a forbidden stack can be added to but not taken from.
#13
Support / Re: How can I change 'pants' into 'trousers'?
May 14, 2019, 06:05:55 PM
I haven't checked but it might be a simple XML edit in one or two files. What are your text editing skills like?
#15
Bugs / Re: [1.0.2231] Colonists won't wear clothes
May 05, 2019, 08:57:20 AM
Have experienced this. Never took the time to work it out.