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Messages - Naxdar

#16
Outdated / Re: [A16] Vegetable Garden v5.3e [1.22.17]
January 29, 2017, 10:50:47 AM
There may be a problem with the soymilk recipe, it costs 0.5 nutrition of beans (10 beans*0.05) and produces 4 nutrition of soymilk (8 soymilk*0.5), which is 8 times the cost.
#17
Outdated / Re: [A16] Vegetable Garden v5.3e [1.22.17]
January 24, 2017, 07:01:19 PM
The mod overall makes food easy but planting raspberry bushes is a bit OP. 3 days of growth for 30 berries at 0.12 nutrition ? It's so much better than everything else. It doesn't even need to be replanted.
#18
I noticed an alert when a wild animal started hunting a colonist. Which mod does that? It is a very welcome feature.
#19
It makes little sense with an addict, but I suggest a drunk or high colonist should totally do try to tame animals with the good stuff.
#20
The game freezes when I click here : https://dl.dropboxusercontent.com/u/3030199/scr2/rimbug1.JPG (randomize button on character creation screen)
A custom scenario is used (see file attached), I suspect the Pyromaniac forced trait.

[attachment deleted by admin - too old]
#21
Bugs / Re: 1279 FPS issues.. ?? you know right??
August 29, 2016, 03:17:37 AM
I noticed a small fps drop on speed 3 when a colonist is sleeping, it stops as soon as the colonist wakes up.
Save file attached if that's useful.

[attachment deleted by admin - too old]
#22
Bugs / Re: [A15] Mental break with 75%+ mod
August 28, 2016, 01:59:22 PM
The colonist is a pyromaniac.
Quotehey will go on fire starting sprees randomly, they do not need to be in a bad mood to do so.
That's what looks like a bug. If it is not mood-triggered, maybe it should not be labeled "mental break". Or it should happen only if the mood is under a mental break threshold.
#23
Bugs / Re: [A15] Mental break with 75%+ mod
August 28, 2016, 08:35:45 AM
Another example on the version 0.15.1279 : https://dl.dropboxusercontent.com/u/3030199/scr2/pyro_mentalbreak.jpg

The save file is attached if that can help.

[attachment deleted by admin - too old]
#25
Bugs / Re: Weapon Accuracy Problems
August 08, 2016, 05:50:30 PM
The accuracy shown on the character sheet is for each tile of distance. 92% isn't great when you are shooting a target 40 tiles away, the accuracy would be something like 0.92^40. You can see the chance to hit a target if you select the shooter and mouseover the target. A downed target has furthermore a 0.2 multiplier to the chance to be hit.
#26
I encountered the same bug, it's caused by the Pyromaniac forced trait. The map generation goes fine without it.
#27
Releases / Re: [A12d][MODLIST] FSM - Medical Info updated
September 21, 2015, 06:53:23 PM
Bug : the ResearchInfo mod allows any technology to be researched via the "All" tab, ignoring prerequisites.