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Messages - Jan2607

#286
General Discussion / Re: Nonsensical Sieges
April 19, 2016, 07:21:46 PM
With Alpha 13, the game is now really hard, even on low difficulty (in my opinion). Especially at the beginning all the incidents, raids and diseases are overwhelming.
I am using auto save and often save manually, so I can reload the last save, if the game makes some... interesting decision again, which I cannot handle (or only with a lot of casualties).
#287
Quote from: Gibson8088 on April 17, 2016, 01:03:23 AM
Can this fine mod be coded to include diseases?  I swear they are firing off like mad!  I am currently playing with what's supposed to be the tame storyteller on Basebuilder to try out some mods and my colonists are getting this disease or that practically every other day!  One poor colonist currently has muscle parasites, gut worms and fibrous mechanites!

Yeah, that would be really nice. In only 2 wekks, two of my colonists got really every possible disease... That's not funny anymore! :(
#288
Ideas / Re: Your Cheapest Ideas
April 17, 2016, 07:31:19 AM
It would be really nice, if you could change the color of the zones.

For example, I use red zones for my storage, green zones for my growing zones and blue zones for my coolers. It's really annoying, if you have to set up and delete 10 zones, until you got the color, you wanted.
It has to do something with beauty. I don't want to have a colony with zones in 10 different colors.
#289
I think, the amount of infections at the beginning of the game is way too high.
In my current colony, a wanderer joined my colony in the first days. When he joined, he came with untreated asthma and the first thing I had to do, was to give him medicine.
A few days later, 2 of my colonists got the plague. One of the plague guys got a mechanite infection on the next day. Meanwhile, I got 4 prisoners, which I needed to treat because of their wounds. 2 of my colonists got shot and needed treatment, too.
Now I have a lack of medicine. I planted herbal medicine in a 7x10 field, but it was not enough. I had only one trader, who sold me 2 medicine (yes, I had other traders, too, but they didn't sell medicine).

18 days have passed now, and if I don't get any trader with tons of medicine within the next 2 days, I will get in a lot of trouble - and I'm just playing on Cassandra Classic medium difficult. I think the occurance of infections is too high for this difficulty level, especially on the first days.
#290
Jaxxa made an update for this mod:

https://ludeon.com/forums/index.php?topic=18995.msg207265#msg207265

I will give it a try.

#291
Quote from: sjohne on April 15, 2016, 07:11:29 AM
This does not work for me with A13. First I can construct all of the turrets without conducting the research first. Second since none of the turrets cost components it's quite overpowered. It also gives me some errors in the description :-(. This is my favorite turret mod, any chance you'll fix the bugs?

The reason for this is that this mod is not updated to Alpha 13 yet. Alpha 13 changed a lot of stuff, so the mod will not work with the current Alpha at the moment. But as Marnador stated above he will update it soon.
#292
Yeah, it was really helpful. Too sad it is gone :(
#293
It would be nice, if you could post a screenshot :)
#294
General Discussion / How do you deal with sappers?
April 11, 2016, 04:08:37 PM
How do you deal with sappers?
I mostly build an old school base with one entrance and a few turrets to defend it. But that doesn't work very well when sappers try to get access from the back of the base.
How I deal with them is to send my colonists in their back to shoot them. But that's a bit difficult when the enemy has more snipers or rocket launchers than my colony.
So I'm considering to change my tactic. Can you give me a few advices?
#295
Bugs / Traders always sell only 1 chocolate
April 11, 2016, 10:17:10 AM
Since a few Alphas I notice that traders always sell only 1 chocolate. I never saw a trader who was selling more than one chocolate.
Because it is not possible to craft chocolate, it is really hard to get it, when the traders don't want to sell it. Yeah, it's not that important (I never used chocolate), but I just thought, maybe you find this interesting :D
Maybe it's a bug?
#296
Thank you :)
#297
Does this mod work with Alpha 13? For me, Bulk Meals is the most important mod.
#298
Help / Re: Uninstalling buildings
December 28, 2015, 04:05:15 PM
Not yet, but I will :)
#299
Help / Uninstalling buildings
December 28, 2015, 11:35:12 AM
How do I make buildings uninstallable to place them at another place?

Do I need only to add this text string <minifiedDef>MinifiedFurniture</minifiedDef>?
#300
General Discussion / Re: Traders have no Uranium?
December 24, 2015, 09:11:53 AM
I did copy the plasteel def, changed the word plasteel to uranium and lowered the min and max range a bit.

This is how it looks now:

      <li Class="StockGenerator_SingleDef">
        <thingDef>Plasteel</thingDef>
        <price>Cheap</price>
        <countRange>
          <min>300</min>
          <max>700</max>
        </countRange>
      </li>
      <li Class="StockGenerator_SingleDef">
        <thingDef>Uranium</thingDef>
        <price>Cheap</price>
        <countRange>
          <min>200</min>
          <max>500</max>
        </countRange>
      </li>