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Messages - MrWashingToad

#61
Is there a way to clarify the "healing" vs. "treating" the colonist orders? Treating to me should be bandaging, but it seems to be the other way around - it's a bit confusing. Can we get it named so bandaging the injury is called 'triage' and healing is the normal bring food to them, etc?
#62
Quote from: Abrexus on August 27, 2014, 03:47:55 PM
Version 2.0 is out!  Lots of new features and balance changes.  Please take a moment to post any bugs you may encounter, and I'll gladly see what I can do to resolve them.  This will require a restart and is not compatible with older versions.

Thanks for the mod Abrexus!! Will be trying it out momentarily!

edit 1: So far, got into game, no loading errors. Looks good so far - will update as play continues.
edit 2: Graphics on furniture selection. Saved, exit and reloading fixed this.
#63
Quote from: Matthiasagreen on August 25, 2014, 11:42:30 AM
An issue I am having (which may have been mentioned) is the inefficiency of building. In the vanilla version most (maybe all) items are made up of one material. So when they are hauling materials to the build site, they haul it for multiple items at one time. With multi-material items, they do this for the first material and then haul the second material one building job at a time. For example, with powered stone walls, they will haul all the metal at one time, then make individual trips for for the stone, hauling stone for one wall and then building it. For large projects, this makes it take a very long time. Any thoughts?

It's not the most creative fix, but I've resorted to doing small 'critical' area supply dumps from my main stash before doing large projects. Set it to only the materials you'll be using.
#64
Would love to see some endgame type research to reduce the effects of the psychic drones. Maybe a build-able white-noise generator for an area (can possible use a lamp type effect for colonist ability to "pick up or notice" the reduction - like they do w/ light levels from lamps). And would definitely second a request to have the agave tank to regrow or heal missing (blown off), or destroyed (shattered jaws, missing eyes) , etc. Have it take some time, or have a 3-D printer production device add-on to that system (think of it like a separate hopper add-on or something) that would allow those actions. Have re-grow paste made from chemlab w/ the agave gel and maybe silver and metal.
#65
Also question on the blast door - shows same max health of 150 as the Metal Door (powered) - but uses a lot more resources to make - is this taken in to effect as armored somewhere, or is the health max incorrect on the description?
#66
Having an issue with the colonists not being able to prioritize using the right click like you can on the crafting items.
Stonecutter, Food Prep Table, Furnace, Cookstove, Glasworks, Chemlab, Tailor's Table and Food Synthesizer (I know it's just for food - but had a colonist go dazed and tried to leave because of 'urgent hunger' and I couldn't force them to use the Food Synthesizer to get food, or the other prep tables to make a food item).

Edit: and now it worked for a second. Maybe something to do with another colonist wanting to do work and is path finding to the area? If my colonist is heading to work on it, then I can prioritize...
#67
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.06
August 16, 2014, 03:48:21 PM
v1.06. Not sure if this is intended, but I seem to be able to craft cotton before I've researched it - same world, but new colony (old one died out).
#68
Mods / Re: [Request] - fishing
August 15, 2014, 01:00:19 PM
This would be a cool addition to the new map worlds including water.
#69
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.0
August 14, 2014, 08:29:59 PM
Thought it was broken for a bit, but just make sure you load mod and start on a fresh 'world'. Works fine on this run after creating a new 'world'.
#70
Currently the closed pre-alpha is full. See thread: http://ludeon.com/forums/index.php?topic=34.0 . You can get the open pre-beta if you do the Influencer tier from kickstarter or from Paypal on the may Ludeon site, but will not receive your download link and key until Kickstarter ends.

I've looked as well to see what to do to get a copy, and currently it's wait patiently until the Kickstarter ends. Several other threads discuss some of the reasons it would not complete until Kickstarter completes.

Tasher
#71
GC13 - love the Let's Play for PA, and now for RimWorld as well, thanks! Really helped explain a lot, and I Kickstartered RimWorld immediately after watching your video - now awaiting for November to get to play with the pre-alpha version as well.