Select the character you want to tailor, THEN r/click the workbench. The workbench is powered, right? And there is a bill set?
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#32
Bugs / Re: [A17] "There are still some enemies in the area"
October 13, 2017, 01:16:49 AM
Hi Calahan
I didn't realise it was as simple as just claiming them! Thanks
In the end, as i played on right after I submitted, i just waited for the forced caravan reform timer to run out, which did the trick.
Cheers
I didn't realise it was as simple as just claiming them! Thanks
In the end, as i played on right after I submitted, i just waited for the forced caravan reform timer to run out, which did the trick.
Cheers
#33
Bugs / [A17] "There are still some enemies in the area"
October 12, 2017, 10:42:38 AM
Just performed a raid on a pirate base. All enemy dead or fled.
I am trying to form caravan to leave, but I get the error "there are still some enemies in this area". I am assuming this is either due to the sentry turrets that remain, or a hidden Ancient Danger?
Save too big to attach, even zipped, so here is link: https://app.box.com/s/15gai9c6ikm5ue9eptn5hox69wdsle26
I am trying to form caravan to leave, but I get the error "there are still some enemies in this area". I am assuming this is either due to the sentry turrets that remain, or a hidden Ancient Danger?
Save too big to attach, even zipped, so here is link: https://app.box.com/s/15gai9c6ikm5ue9eptn5hox69wdsle26
#34
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 11, 2017, 01:16:18 AMQuote from: mebe on October 10, 2017, 04:39:24 PMThanks for explaining that, much appreciated. I now have a similar setup
Just clearing some of the stuff about trade beacons:
To sell they don't need to be outside or unroofed stuff just magically teleports from your stockpile to the ship.
To buy you don't need anything other than a trade beacon and console, the things you buy seem to land at the closest unroofed area to your beacon. You can leave an unroofed patch in your stockpile to force where goods land but it never seems worthwhile to me (if it's unroofed you'll want to delete the zone there so you just end up with a smaller zone within range of your beacon)
Quote from: Vlad0mi3r on October 10, 2017, 05:26:28 PM
One of the issues you were talking about is not having the skill level to grow Healroot. If you can spare a colonist to buff their growing skill this is one method that I have found to work.
First make sure you have your colonist you want buffed to be the only one set to growing/plant cutting. Lay out a reasonable grow area at least 4x8 and let them start sowing the potatoes. Leave them to it and come back and check for when they have finished. Once those potatoes are in the ground change the crop to rice or whatever. They will now go back and change the crops over building up their growing skills. Keep this up and especially someone with 1 or 2 passion in growing they will hit level 8 relatively quickly. Especially as they will be taking care of the other crops/trees you are planting and harvesting as well.
Hope this helps.
Great, thanks- I am now critical with my meds and my best grower has just turned lvl7. I will try the above as we're now in winter, but I have an indoors patch of rich soil + sun lamp + heater.
I've learned that too many tribals in the gameworld means you don't get any good weapons/armour, and thus are stuck with making your own, and the knock-on to resources this causes!
#35
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 02:40:54 PM #36
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 01:25:54 PMQuote from: SpaceDorf on October 10, 2017, 01:14:09 PMQuote from: BugPowderDust on October 10, 2017, 12:06:18 PM
Thanks, I will try the second base
Thank you, I can't stop laughing.
Please enlighten me, oh wise one.
#37
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 12:06:18 PM
Thanks, I will try the second base option. It's really only medicine I am struggling for, but I'll try a muffalo caravan to a neighbour initially.
re. the mod, I don't tend to use them, preferring vanilla, but thanks for the recommendation anyway
re. the mod, I don't tend to use them, preferring vanilla, but thanks for the recommendation anyway
#38
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 10:08:39 AM
I assume I need to set up a second base to exploit the six hexes around me? I think I have it set to one base only, but I'll look into that option (I think I can change it mid-game)
#39
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 08:01:23 AM
Thanks all for your help with this, <3 this community
To be transparent, I played A16 loads, then barely any 17. The harder economy probably accounts for the major difference I am experiencing. I am crafting assault rifles to make up for the lack of non-tribal assaults and their resulting loot, although this puts a major strain on component stock.
Just to be clear- the orbital beacons DON'T have to be outside, surely? A poster above stated this, but it makes no sense, as how would you sell clothes unless you left them outside (and deteriorating)?
As I have now tamed Muffalo, I'll send a caravan full of the crappy melee weapons I have to the nearest friendly tribal, and try to get some silver. I don't have enough to pay for a requested caravan yet.
To be transparent, I played A16 loads, then barely any 17. The harder economy probably accounts for the major difference I am experiencing. I am crafting assault rifles to make up for the lack of non-tribal assaults and their resulting loot, although this puts a major strain on component stock.
Just to be clear- the orbital beacons DON'T have to be outside, surely? A poster above stated this, but it makes no sense, as how would you sell clothes unless you left them outside (and deteriorating)?
As I have now tamed Muffalo, I'll send a caravan full of the crappy melee weapons I have to the nearest friendly tribal, and try to get some silver. I don't have enough to pay for a requested caravan yet.
#40
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 05:03:17 AMQuote from: SpaceDorf on October 10, 2017, 04:36:50 AM
So which Factions do you have ?
If you only have Tribals, then you might have a problem.
Only friendlies are tribal. One hostile tribal, one hostile pirate faction. Sadface.
#41
General Discussion / Re: Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 03:56:32 AM
How do I request a combat dealer- you mean a spaceship combat dealer ? I am surrounded by tribals, and a pirate band with poor rating so a caravan request will cost 1100. I have 948...
#42
General Discussion / Is this normal? Lack of spaceship/caravan traders
October 10, 2017, 03:27:23 AM
I have been running my colony for 79 in-game days, and all is going OK (Cassandra Rough).
However, despite having a Comms Console for the majority of that time, I haven't had a single ship trader. In that same time, I've had 3 trader caravans, and they didn't want to buy hardly any of my stockpile.
So, is this expected behaviour, as I am badly in need of medicine (no growers good enough, and I've harvested what I can of wild meds), and need to sell stockpiled tribal weapons?
Many thanks in advance
However, despite having a Comms Console for the majority of that time, I haven't had a single ship trader. In that same time, I've had 3 trader caravans, and they didn't want to buy hardly any of my stockpile.
So, is this expected behaviour, as I am badly in need of medicine (no growers good enough, and I've harvested what I can of wild meds), and need to sell stockpiled tribal weapons?
Many thanks in advance
#43
Bugs / Re: [A17] Animals ignoring restricted zones
October 06, 2017, 11:28:33 AM
Hi
I don't believe Tanner moved outside, as there was no reason to, and I have all the humans busy under cover.
The toxic cloud ended soon after, and as you say, after wandering around for a bit they came back.
I just wanted to mention it, but it's hard to reproduce I guess!
Cheers
bpd
I don't believe Tanner moved outside, as there was no reason to, and I have all the humans busy under cover.
The toxic cloud ended soon after, and as you say, after wandering around for a bit they came back.
I just wanted to mention it, but it's hard to reproduce I guess!
Cheers
bpd
#44
Bugs / [A17] Animals ignoring restricted zones
October 06, 2017, 09:54:24 AM
I have a toxic cloud event, so have restricted humans and animals. Humans are fine, but the animals have decided to eventually give up on the restriction and go walking. I have deleted their restricted zone and recreated with a new name- same issue.
I have attached the savefile.
[attachment deleted by admin: too old]
I have attached the savefile.
[attachment deleted by admin: too old]
#45
General Discussion / Re: Official: New content in progress for Alpha 17
April 11, 2017, 03:17:29 AM
Thanks for the update, Tynan. Really looking forward to the 'quest' system and different AI Base layout. New AI behaviour is always welcome too