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Messages - StlyAu

#46
General Discussion / Re: Cavaran asking for gold
March 08, 2021, 04:34:09 PM
Yea... it's possible that the main crafter at the time had been assigned it to take a few to the Fab bench for Adv Comp as he wasn't in the caravan. I forget about the "owned" priority on stacks most of the time.
#47
General Discussion / Re: Cavaran asking for gold
March 08, 2021, 03:48:18 PM
Nevermind, suddenly after I posted the previous message, the gold appeared on the caravan list, even though it hadn't shown up the previous 3 or 4 times I tried setting up caravan.
#48
General Discussion / Cavaran asking for gold
March 08, 2021, 03:41:13 PM
I have a quest asking for gold trade, but when I go to the caravan setup I can't find gold on my list of items available to pack. It's home zoned, in a stockpile and there is 467 of them. I just don't understand why it's not visible when it has been for trader caravans that visit. Maybe, I'll have to "manually" load them into the caravan before they leave as a way to get around this.
#49
General Discussion / Re: Monument Design Adjustment?
March 05, 2021, 05:53:53 PM
I had another monument today that kinda falls into this same topic. The doors were on the outside wall, but there was an inner 21 tile wall (like the deep drill coverage area) that also had tiled floor inside it that would have been inaccessible after building.
#50
Quote from: Hilvon1984 on March 05, 2021, 06:56:17 AM
PS:
I want a mod that allows you to ude drug lab (or cooking station) to distill beer into booze, which is both higly addictive recreation drink, and a weak medicine. So you can anestesize your patients and disinfect wounds with booze. And then drink the rest either to celebrate success or to mour the loss.

I believe Vanilla Extended has a drink mod that makes booze.
#51
General Discussion / Re: Need help with rimworld
March 05, 2021, 01:12:41 PM
The quality of the bed the patient is laying in also helps with immunity/rest gain. Always go for the best you can, Good or better.
#52
General Discussion / Re: Monument Design Adjustment?
March 05, 2021, 01:08:10 PM
I never said it was a critical issue, just one that needed some special attention to details by the player when building. I knew the quest doesn't fail until the "build time" has elapsed or starts it "protection" timer, that wasn't the issue. It was just a rare thing I came across while playing. Glad it's been found either way.
#53
General Discussion / Re: Monument Design Adjustment?
March 04, 2021, 04:46:22 PM
No mods, playing just Vanilla 1.2.2900 and Royalty DLC. The only two doors on this monument are on the interior on the left side of the monument image, between two wall segments where the pawn is near. I just didn't decide what materials to make them out of when I screenshot the image for this post.
#54
General Discussion / Monument Design Adjustment?
March 04, 2021, 03:21:31 PM
Came across this monument from the quest shown in the image attachment. Without marking one of the outer walls as "Forbid" until the end of construction, there's the chance the pawns can't complete it without deconstructing something again depending on the materials you use/have available at any point of construction or how you assign materials to be used. Just wondered if it might have been a minor oversight.

Thanks for the enjoyment from the game.
#55
Bugs / Re: [1.2.2723] Untargetable dirtiness
August 16, 2020, 12:06:11 AM
After logging back into that save, I saw what you referred to and it caused me to remember why that wasn't the base Home Zone. It was before I made an additional zone for the dog to stay out of that kitchen area. I must have forgotten I had done it, as I also have 2 other zones that were for groups of pawns. One for the cooks and one for everyone else to keep them out for minimal traffic. I don't care for the auto-home zone extensions, as I don't care to have the random Ambrosia (non-sowing) growing zones or claimed things like a remote ruins/siege to get home zoned.

If the Geothermal you're referring to is the northern one, that was a recent add and hadn't been included at the time of that save.

I had simply forgotten about that hole in the default home zone. Sorry for the mistake.
#56
Bugs / Re: [1.2.2723] Untargetable dirtiness
August 15, 2020, 06:22:20 PM
Moved the kitchen, still not cleaning those tiles. Removed the stockpile, still not cleaning. Removed the tiles, replaced tiles, replaced stockpile, and still not cleaning.
#57
Bugs / Re: [1.2.2723] Untargetable dirtiness
August 15, 2020, 05:56:15 PM
Save File link: https://www.dropbox.com/s/x96k6caswmcg42i/Shadow%20Heretics.rws?dl=0

Screenshot link: https://www.dropbox.com/s/iti08zbfgw6ug3t/UntargetFilth.png?dl=0

As you'll see in that image, everywhere else is clean, but it doesn't get that area. I have removed the sterile tile and replaced it. Same thing occurs. I was attempting to move the stove and other items there to the room to the left and remake the kitchen, but haven't finished it to check if once I expand that "meals" cooler below the stove location in image if the area becomes cleanable.
#58
Bugs / [1.2.2723] Untargetable dirtiness
August 15, 2020, 04:45:32 PM
I have a filthy kitchen area with sterile tile, but I can't target the filth to clean it. The pawns clean everywhere else in home zone or whatever zone they are currently set, but this area is ignored as though it's not there. I'm wondering if there is a small error as I've saved the game and reloaded yet still not able to target the filth. Playing Vanilla and most recent 1.2 update.
#59
I noticed something similar to this as well this morning. I had Sandstone being mined under a Drill, but the map tile originally only had Limestone, Marble and Slate.