Cassandra Classic on easy, so that shouldn't be the issue here.
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#257
Bugs / [A16 16.1393] Fires spreading more rapidly in A16 compared to A15.
December 20, 2016, 05:54:28 PM
I had just a small explosion in my power lines (my batteries stored approximately 5,000 Wd, when they exploded), that led to a grass fire (not a really big one at first) between my buildings.
I dispatched all my 5 colonists that were able to fight the fire, and they worked really hard to put the flames out. But the fire spreaded really, really fast, and within moments, all my storages and my important powered buildings were on fire. All my vital goods were destroyed by fire, so I consider my colony as lost.
My colonists didn't had a chance to save my colony.
I'm on day 19 and I didn't researched firefoam poppers yet. Even if I had researched them, I wouldn't be able to build enough of them to protect all vital zones of my colony.
So... Because of this massive, uncontrollable fire spreading, I consider this as a gamebreaking bug/imbalance.
Please hotfix this.
Can't attach any screenshot that would show the big fire due to forums restrictions.
I dispatched all my 5 colonists that were able to fight the fire, and they worked really hard to put the flames out. But the fire spreaded really, really fast, and within moments, all my storages and my important powered buildings were on fire. All my vital goods were destroyed by fire, so I consider my colony as lost.
My colonists didn't had a chance to save my colony.
I'm on day 19 and I didn't researched firefoam poppers yet. Even if I had researched them, I wouldn't be able to build enough of them to protect all vital zones of my colony.
So... Because of this massive, uncontrollable fire spreading, I consider this as a gamebreaking bug/imbalance.
Please hotfix this.
Can't attach any screenshot that would show the big fire due to forums restrictions.
#258
Releases / Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
September 10, 2016, 05:27:29 PM
Thank you 
Yeah, this mod seems to be really well balanced. I'm playing with a lot of mods, and that's why I have a lot of very power hungry buildings. One reactor with 6 fuel rods and one geothermal plant are producing 25 kW, and it's not enough
The downside with nuclear power is, that you need at least one back up reactor or a lot of full batteries in case you have to work on the primary reactor (replacing the fuel rods, or shutting down the reactor to add more rods).
And you have to buy a lot, and I mean A LOT of uranium from traders

Yeah, this mod seems to be really well balanced. I'm playing with a lot of mods, and that's why I have a lot of very power hungry buildings. One reactor with 6 fuel rods and one geothermal plant are producing 25 kW, and it's not enough

The downside with nuclear power is, that you need at least one back up reactor or a lot of full batteries in case you have to work on the primary reactor (replacing the fuel rods, or shutting down the reactor to add more rods).
And you have to buy a lot, and I mean A LOT of uranium from traders

#259
Releases / Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
September 10, 2016, 04:51:59 PM
Okay. How many days will one fuel rod last?
Will spent fuel rods emit radiation only in the room, where they are? Can I haul them through another room to the cask, or will this room getting contaminated, too?
Will a roof on top of a reactor core and walls around it prevent radioactive slag in case of a core melt?
Will spent fuel rods emit radiation only in the room, where they are? Can I haul them through another room to the cask, or will this room getting contaminated, too?
Will a roof on top of a reactor core and walls around it prevent radioactive slag in case of a core melt?
#260
Releases / Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
September 10, 2016, 04:18:32 PM
For what exactly do I need these advanced components?
#261
Releases / Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
September 10, 2016, 03:43:24 PMQuote from: Nanao-kun on September 10, 2016, 03:22:52 PM
Does setting temperature lower make the fuel rods last longer? Or does it make no difference.
And will they last longer, if they are not fully retracted?
And how many spent fuel rods can I store in one cask?
#262
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
September 10, 2016, 11:08:44 AM
Okay, thanks.
Will the next version come along with the next Alpha, or earlier?
Quote from: Rikiki on September 10, 2016, 08:38:45 AM
I will re-enable custom detected ThingDef in next version.
Will the next version come along with the next Alpha, or earlier?
#263
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
September 10, 2016, 11:05:12 AM
Okay, I found the Building MMs def. I think it's this part:
<!--<scannedThingDefs>
<li>MineableSteel</li>
<li>MineableSilver</li>
<li>MineableGold</li>
<li>MineableUranium</li>
<li>MineablePlasteel</li>
<li>MineableComponents</li>
<li>AncientCryptosleepCasket</li>
</scannedThingDefs>-->
</ThingDef>
I added <li>SteamGeyser</li>
Will this work? Because, is there any texture for geysers in unmined areas? Would it show on the map, if scanned?
<!--<scannedThingDefs>
<li>MineableSteel</li>
<li>MineableSilver</li>
<li>MineableGold</li>
<li>MineableUranium</li>
<li>MineablePlasteel</li>
<li>MineableComponents</li>
<li>AncientCryptosleepCasket</li>
</scannedThingDefs>-->
</ThingDef>
I added <li>SteamGeyser</li>
Will this work? Because, is there any texture for geysers in unmined areas? Would it show on the map, if scanned?
#264
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
September 09, 2016, 07:24:40 PM
Is it possible to detect Geysers with the sonar? If not, what do I need to change? I downloaded thew mod in the steam workshop and I don't know where the files are.
#265
Releases / Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
September 09, 2016, 06:52:37 PM
So, I can construct atomic cannons, but cannot use them? Damn, I need to find a way to deal with these psycho ships
#266
Releases / Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
September 09, 2016, 05:11:41 PM
For what do I need plutonium and how do I get it?
#267
Releases / Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
September 08, 2016, 05:28:54 PMQuote from: Monzer on September 08, 2016, 01:17:49 PM
hey after researching synthatic organs I couldn't find the workbench for it . I have all other workbenches but this one any idea ?
Same. Can't find how I can craft these.
And another question: One of my colonists has a destroyed spinal column. Is it possible to fix it with this mod?
#268
Outdated / Re: [A13] Bulk Meals v2.4 updated for A13 May 2, 2016
September 08, 2016, 04:07:19 PM
I tried it, but when I use the A13 version in A15, I get a debug log (attached as a screenshot) 
[attachment deleted by admin - too old]

[attachment deleted by admin - too old]
#269
Outdated / Re: [A13] Bulk Meals v2.4 updated for A13 May 2, 2016
September 07, 2016, 01:37:38 PM
Has someone updated this one to A15 yet?
#270
Releases / Re: [A14] Turret Collection (v1.14 / 13-08-2016) A14 update and more
September 06, 2016, 08:11:43 AM
Will you update this to A15?