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Messages - thefinn

#196
Haha, no worries. It just had me stumped.

I can get around the zone anyhow, I just make them cook until they have 1 then make a 1x1 meal zone with a low priority.

So it will store 11 that way.
#197
Is there any way to make the nano storage units also be zones for counting bills ?

Like a single square to store all meals in would be really useful, however if they are going to continue making more and more meals because they are no longer being counted as in storage... that's a problem ;)

Thanks!

Edit:
Ok, I have played with it a little more, and I gotta say I am utterly confused by the nano storage ;)

I can understand it if say... the 10 meals (for example) were stored, then someone takes the top one, and the next one then pops to the top automatically - but I have to hit a key for this ?! I cannot think of an item in the game where this is useful.

What's the point of a container that you put on "dispense" mode which doesn't actually dispense its' contents ?
I was kind of hoping to be able to do away with the hideous stockpile zones.

I think I'm missing the point of the nano-storage or something, can someone enlighten me ?
#198
Quote from: Argain on August 05, 2014, 11:57:36 PM
Quote from: thefinn on August 05, 2014, 10:44:47 PM
However, I know if I tell him about it and state I'm using your mod - well that kind of thing gets blown off in most places ;)

lol tiny bugs aren't always easy to catch, especially in a complex system... some happen seemingly at random and continue to baffle me. For example: I just tried starting a new colony with a group of 3 on 'Hard' and all of their names came up as 'ErrorName' or something of the sort... first time I ever saw that happen and haven't seen it since.

As far as your 2nd colonist's Adulthood Backstory not exporting... *shrugs* try giving it another whirl while I check out what might be the issue.

lol, no worries I wasn't aware of quite how buggy it all is - funny that even with "all the weird" it's still a really addictive game.
#199
I notice an issue with colonist creation mod.

You are able to save a set of colonists for use, however when choosing "Normal" and 3 colonists (I haven't tried other settings) - The 2nd colonist's Adulthood trait is not saving correctly.

Which means changing it, which means the points reset - kinda nullifies the reasons for saving it in the first place.

I'm guessing this is an issue with that mod and not yours. However, I know if I tell him about it and state I'm using your mod - well that kind of thing gets blown off in most places ;)

Perhaps you could mention it or perhaps it actually is an issue with the interaction with your compilation?

Great mod anyhow, thanks.
#200
Quote from: Cyst on August 05, 2014, 06:14:18 PM
Quote from: forsaken1111 on August 05, 2014, 11:01:55 AM
Quote from: thefinn on August 04, 2014, 10:04:30 PM
I am brand new to the mod, just wondering, I got a wind turbine and hooked it directly up to a battery (just to be sure)... It's producing nothing.

Am I missing a step with this ? :)

Thanks.
Is the battery in front of or behind the wind turbine?

Shouldn't matter, according to my experience, if the turbine has roof above it (even "outside"), or have something behind or in front of it, it generates no power.
I didn't exactly experiment on how close I can place things to it, usually I just skip 4 (or 5?) tiles.

How far in front/behind are we talking?

Is this documented somewhere I'm missing? Thread needs a TLDR if it's in there ;)
#201
I am brand new to the mod, just wondering, I got a wind turbine and hooked it directly up to a battery (just to be sure)... It's producing nothing.

Am I missing a step with this ? :)

Thanks.