In the relic quest where you bring down a space drone and have to hack it while raiders come on a timer to stop you, the raiders always enter the map then instantly leave it. They keep doing this while your hacker hacks the drone and you beat the quest. At no point do they ever actually attack.
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#2
Releases / Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
February 02, 2017, 11:21:45 AM
I seem to only be able to install 2 bionics per person. Is this a vanilla change or something to do with the mod?
#3
Releases / Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
January 25, 2017, 07:31:15 PM
I can't find this on the steam workshop, is it manual install only?
#4
Ideas / Re: Building should have 2nd floor...
January 24, 2017, 07:06:40 PM
When toady implemented z levels in DF he had to practically redo the game, it's a huge change. I'd love to see it, but it's probably never coming.
#5
Ideas / Re: It's simply not fun to have perma-damaged pawns.
January 24, 2017, 05:52:21 PM
I've always just wanted a couple more surgery options so that, with enough skill and medicine, you can heal most anything. Just need a "heal scar" operation, maybe it needs glitter world medicine. And some "reconstructive surgery" to replace cosmetic things like ears and noses. By the end of the game all my people are in constant pain due to scars, and it seems extreme to replace all their limbs and in many cases there's no options at all.
I know about the mod that adds a billion new implants and cybernetics but I found it just adds way too much clutter to the game and seems mostly focused on high level cybernetics rather than simple scar healing.
I just want to be able to get my people back to health.
I know about the mod that adds a billion new implants and cybernetics but I found it just adds way too much clutter to the game and seems mostly focused on high level cybernetics rather than simple scar healing.
I just want to be able to get my people back to health.
#6
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-11)
January 24, 2017, 05:49:27 PM
Any chance you could add surgery options to fix some of the unfixable health problems in vanilla? There's another mod that sort of does that but also adds a million new workbenches and implant types. I've always just wanted a couple more surgery options like "heal scar" or "reconstructive surgery"
#7
General Discussion / Re: Force attacks/events?
May 04, 2016, 01:31:30 AM
Hostile with raiders and one of the tribals still. I'll get mad animals often, but no pirates or tribal attacks for a long time. Want to watch my defenses in action!
#8
General Discussion / Force attacks/events?
May 04, 2016, 12:59:20 AM
Is there any way via dev mode or something to force raids or bad events to trigger? I have a large colony and no matter what I set the difficulty to or which storyteller I haven't had a raid in years
#9
Mods / Re: Disable insect spawns
April 27, 2016, 07:52:40 PM
Is the 7 base chance high or low? Like if I was to change it to 1 would that lower it's chance, or raise it's priority? I don't entirely mind the bugs, I just got about 4 in a row in a season, all spawning in critical areas.
I really like the idea of them, but I think they should only spawn in abandoned/unused areas, not somewhere your citizens are keeping tidy and actively maintaining.
I really like the idea of them, but I think they should only spawn in abandoned/unused areas, not somewhere your citizens are keeping tidy and actively maintaining.
#10
Mods / Disable insect spawns
April 27, 2016, 01:29:34 AM
I know I saw someone asking around here a while ago, but what line do I need to mod to disable the insect spawning mechanics, or at least greatly disable them? I'm just not finding them fun at all. If they only spawned in dark abandoned mines that would be one thing, but constantly popping up in medical bays and dining rooms just isn't fun for me.
#11
General Discussion / Re: Haven't played in a while, a few questions!
April 26, 2016, 05:30:19 PM
Thanks for all the info!!
Another quick question: bug infestations. THey'd always happen in some far away mine, but I had one pop up the middle of my very busy very well developed dining room. Why did this happen? It makes me feel scared they can pop up anywhere in my base now.
Should I go build some big abandoned mine on the other side of the map for them to spawn on?? Did they spawn in my dining room because it was the only interior under-mountain space on the map?
Another quick question: bug infestations. THey'd always happen in some far away mine, but I had one pop up the middle of my very busy very well developed dining room. Why did this happen? It makes me feel scared they can pop up anywhere in my base now.
Should I go build some big abandoned mine on the other side of the map for them to spawn on?? Did they spawn in my dining room because it was the only interior under-mountain space on the map?
#12
General Discussion / Haven't played in a while, a few questions!
April 26, 2016, 04:34:37 PM
Mostly loving this update, I haven't played in a few version though so I have some questions, some are questioned I've had for a very long time.
How are attacks decided? Is there just a random chance for some sort of attack, then the hostiles are randomly chosen, then their method of attack chosen? Or are there weights? Do attackers choose to just attack right away, siege, or sap based on previous experience or is it random?
Why are half my colonists constantly suffering from some disgusting painful crippling illness now? I like the idea of dealing with illness, but give me some tools to help avoid it. It feels totally random, and many of the illnesses are quite chronic. When I sample my population it seems a good half of them constantly have gut worms or muscle parasites or something along those lines. Also how are my colonists so frequently getting food poisoning? My food is all frozen and my cooks high skill, am I missing a food poisoning mechanic?
I love that traders now physically visit you rather than the messy trade ship and beacon system, but it's resulted in a real lack of trade opportunities. I have warehouses of nice stuff to sell and many things I want to buy, I wish trade ship frequency was tied to the amount of trade you do, or that ground traders had a bit more variety and bought/sold more things.
What exactly sets how difficult someone is to recruit? Most savages I capture are at 99 difficulty so I end up releasing them all. Pirates often start around 70-90 but after I recruit the first few they generally jump up to 98-99 very fast. I've never liked the whole "grow your population via stockholm syndrome" mechanic really. I like that you can sometimes rescue people being chased by pirates, or people just wander in to join your colony, but I wish there was a bit more of an immigration system. Depending on the fame and quality of life in your colony people would ask to move in from time to time.
Is there any real difference in the crop types? Do my colonists appreciate the diversity or is it just for fun to grow anything other than potatoes for food?
Is there any way to get a wall builder to build a wall from a certain side? Often I want to block off an area, but the builder will decide to stand on the wrong side of the wall and build them selves in. I'll try ordering them to build the wall while they're on different sides, but it frequently just seems random (or they refuse to ever change where they stand).
How do the room stats work? Size and value are fairly obvious, but the others I'm less sure how to increase. I had a greedy colonist and despite building her a massive palace of a bedroom filled with art, she was still never happy. Despite being extremely pleasant and high value, it wasn't impressive enough.
How are attacks decided? Is there just a random chance for some sort of attack, then the hostiles are randomly chosen, then their method of attack chosen? Or are there weights? Do attackers choose to just attack right away, siege, or sap based on previous experience or is it random?
Why are half my colonists constantly suffering from some disgusting painful crippling illness now? I like the idea of dealing with illness, but give me some tools to help avoid it. It feels totally random, and many of the illnesses are quite chronic. When I sample my population it seems a good half of them constantly have gut worms or muscle parasites or something along those lines. Also how are my colonists so frequently getting food poisoning? My food is all frozen and my cooks high skill, am I missing a food poisoning mechanic?
I love that traders now physically visit you rather than the messy trade ship and beacon system, but it's resulted in a real lack of trade opportunities. I have warehouses of nice stuff to sell and many things I want to buy, I wish trade ship frequency was tied to the amount of trade you do, or that ground traders had a bit more variety and bought/sold more things.
What exactly sets how difficult someone is to recruit? Most savages I capture are at 99 difficulty so I end up releasing them all. Pirates often start around 70-90 but after I recruit the first few they generally jump up to 98-99 very fast. I've never liked the whole "grow your population via stockholm syndrome" mechanic really. I like that you can sometimes rescue people being chased by pirates, or people just wander in to join your colony, but I wish there was a bit more of an immigration system. Depending on the fame and quality of life in your colony people would ask to move in from time to time.
Is there any real difference in the crop types? Do my colonists appreciate the diversity or is it just for fun to grow anything other than potatoes for food?
Is there any way to get a wall builder to build a wall from a certain side? Often I want to block off an area, but the builder will decide to stand on the wrong side of the wall and build them selves in. I'll try ordering them to build the wall while they're on different sides, but it frequently just seems random (or they refuse to ever change where they stand).
How do the room stats work? Size and value are fairly obvious, but the others I'm less sure how to increase. I had a greedy colonist and despite building her a massive palace of a bedroom filled with art, she was still never happy. Despite being extremely pleasant and high value, it wasn't impressive enough.
#13
Releases / Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
April 25, 2016, 12:27:16 AM
I figured it out!! It was my directory structure. When you just tell windows to unzip something it creates a folder with the same name as the zip, then the contents. So I had this mod and a couple others in a sub-folder. I noticed the mods that worked were the mods that were not in a sub-folder. It's all good now, I see the basic prosthetics table in production now.
#14
Releases / Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
April 25, 2016, 12:21:43 AM
I had them all extracted. Started a new world with only this mod enabled, still nothing. What should I expect to see if the mod is working? Where are the new benches located or do I need to do something in-game to unlock them?
#15
Releases / Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
April 24, 2016, 11:49:30 PM
I've never used mods before, this mod was exactly what I was looking for. I downloaded this mod and a couple others that should be compatible, made sure your mod is loaded last, but no new workbenches or research shows up in my existing game or a new world I made. Any ideas?