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Messages - SpaceDorf

#166
Ideas / Re: more naming variety
January 09, 2018, 04:08:34 AM
Portugese ?
#167
Is there a non-steam link for this ?
#168
Quote from: Razbari on January 08, 2018, 05:57:47 PM
That's insane, I've never seen a colony or a raid of this size. Mortars OP lol.

Actually Mortars finally work as intended.
#169
Quote from: Harry_Dicks on January 08, 2018, 10:20:09 PM

I'm excited to see the changes. I'm not going to admit that the first time I used this mod, that I may or may not have had my fingers on the screen trying to remember sequences of terraforming steps to see what was more cost effective ::)

Thats good, because I totally did not do the same thing on paper.


Quote from: dburgdorf on January 08, 2018, 09:58:26 PM
Fertile Fields has been updated:

- FIRST ANNIVERSARY UPDATE! "Fertile Fields" is now a year old!



Congratulations !!

Quote from: dburgdorf on January 08, 2018, 09:58:26 PM
- Fertilizer has, however, been added as a requirement for turning rich soil into plowed soil. (It may not make much sense from a "realism" perspective to require fertilizer for plowing, but it works for game balance.)

It actually makes a lot of sense, since fertilizer is often applied before sowing or immediatly after sowing to give the seeds a little push.

Quote from: dburgdorf on January 08, 2018, 09:58:26 PM
- Failure chance for "Farming" jobs (creating rich soil, plowing soil, etc.) is now linked to a pawn's Growing skill rather than to Construction skill.

And which worktype is required now to do "Farming" Jobs ?
Last I knew it was construction.
#170
Outdated / Re: [B18] cuproPanda's Mods (02 Jan 18)
January 08, 2018, 04:45:26 PM
I see it too now, sorry for my stupid comment.
#171
That looks like a dick-pick
#172
Quote from: DepOpt on January 08, 2018, 09:38:07 AM

I don't think you realise just how happy you made me. In my pants.

TMI Dude ..
#173
Quote from: onerous1 on January 08, 2018, 08:54:01 AM
Edible Backstories downloads an empty file from dropbox.

I just wanted to report the same problem .. someone must have eaten them  ;D
#174
Outdated / Re: [B18] cuproPanda's Mods (02 Jan 18)
January 08, 2018, 08:55:30 AM
Because it's glowstone ?

Would not make much sense if it did not glow...
Just like Blue Light
#175
And after a succesful setup, just in case ...

What you could try is Billy's Improved Loading Mods

[B18] Billy's Improved Load Transport Pods

[B18] Billy's Improved Caravan Formation Mod


and


[B18] AntiAutoUnload - Keeps your inventory!


with which you can unload caravan animals manually.
#176
Ideas / Re: get all the berries
January 08, 2018, 08:26:49 AM
Which the code for hauling or bills is allready able to do.

They do tell you that if you try to force a job :
there is either no material ( on the whole map ) for a bill,
or no empty place to store an item.

#177
Quote from: Bozobub on January 08, 2018, 06:02:05 AM
It just doesn't pan out, at least in just about any reasonable scenario I can come up with, even if I'm incorrect about kibble's recipe.  And I'm glad; who plays RimWorld for its simplicity, right..?

Right :)
I just wanted mention kibble for the sake of completeness.

The debuff for Pawns eating Kibble is nearly as bad, or worse than Cannibalism, which makes the whole things totally not worth it.
#178
Also try searching for bulk meals in the mod section  ;D
#179
Ideas / Re: get all the berries
January 08, 2018, 06:37:30 AM
Quote from: mightyhuhn on January 08, 2018, 06:27:30 AM
i like the idea but i'm not sure if this is going to work perfectly.
i mkean what are they doing when there is simply no save to store it? just drop it?

that is what they do now .. harvesting the crops and throwing them on the ground.
#180
Quote1. Players can assign drugs or meals to a pawn and have them just carry it around and use it when they want it. This is already done in game with the "use icon" that's shaped like a bowl, just let our doctors and melee fighters carry go juice just in case.

This is actually implemented.
In the detail screen for Drug Policies you can set the number of Drugs to be carried in the inventory.

I agree on all other points.

Animal Working has a similiar problem with Food Items the Trainer has in inventory.
Most of the time he takes just enough to train one or two animals then picks up fresh items instead of taking a bigger amount.