Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - sensiman

#16
Ideas / Re: Survival Backpacks Exploring and Reasons
November 02, 2014, 01:27:41 PM
awesome idea! i would expand on its,so that some research areas could only be "unlocked" if you excavate/find/xenoarchaeologize some debris/ruins that cannot be hauled home. indecstructible areas wiht foreign/alien technology,either out in the open or deep in rock,where you have to extenisvely mine through or around it.pieces of material tht you can haul home but ONLY if you mine it for days,exclusively,or haul it at a VERY reduced speed(if and when synergistic tasks can be assigned,for example when 4 of more people needed to haul something home).i would liek to see rasearch option be barred from the beginning unless you find/reverse enrgineer some other artifact,relic or peice of technology,and sometimes you can be unseccessluf or poorly do it,like the medicine skill. it woudl impact on either unlocking technologies or researching them at a reduced rate.
#17
will,of course,try :)
#18
i had the same issue and i still dont know what causes it,btu i THINK i may now a work around. at some point there was a MBP compatibility mod that lets you use all the references together (i think),i intealled  and enabled it (without doing anything else) and SOME TIMES i was able to graft motErised treads and ears/jaws from extended surgery and bionics.
#19
Quote from: Kin0806 on September 23, 2014, 04:30:06 PM
Hi!
I,m having a hard time finding sand in your mod! ( by hard time I mean I didn,t find any!)
Care to give me some pointers? Anyone? :)

look at stonecutter table,there is another bill to make sand (same at the powered working table)
#20
i think the centipedes more closely resemble Hooders from Neal ashers "polity" series (one of the best sci fi author,TBH. along with alistair reynolds and charles stross. one of the main reason i love rimworld is its influence by sci-fi books)
#21
Quote from: Abrexus on August 28, 2014, 07:03:48 AM
Thanks for the heads up.  One question though, are you sure it's the chemlab?  That's not really a custom building in that it uses the same code to operate as any vanilla building would.  We did have a similar problem with the shooting range, but I've been playing the mod myself (I finally have a chance to play) and it appears to be fixed.  I will certainly test this though.

it may be that is malfunctions when the stimpac is researched. i didnt really pay much attention on when it startedot occur,but it DID occur on a new colony though. one little detail i noticed too is that when i tried to add another bill (medikit was already in place.) the list of available tasks (like the additional shroom0stim and agave gel) was being reiterated ad infinitum.
#22
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)
#23
aha! got it! only,i cant seem to find the option to construct any loom "workbench". tried resetting game,too,and making a new world to retry.

***EDIT**** doh ,forgot to uncheck the older version of apparello,sorry for the inconvenience.
#24
i cant find a way to make cotton into cloth,the weavers table doesnt have the option. is it only me?