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Messages - Oragepoilu

#91
General Discussion / Re: Room sizes and base planning?
October 28, 2015, 04:47:40 PM
Quote from: cultist on October 28, 2015, 08:16:01 AM
5x6 is the sweet spot for bedrooms if you want to avoid the cramped debuff. If you want to put anything in the room besides a bed (only really necessary for greedy colonists), you might want to expand to 6x6 or 6x7.

With that said, the cramped debuff is temporary and not a real issue in most cases (it's not in effect when colonists sleep). If you are low on space, you can probably go as low as 3x2 without much consequence.

Yep. and if you don't put a wall in the corner, you can heal & feed your dude from the outside so you avoid another mood lost from having someone moving in the room.

My room is usually 1x2 inside (3x4 with walls), basically just a simple bed, until i can increase the beauty enough to get them a mood bonus (at this point I increase it to 2xsomething until i reach mood bonus)

Number of battery depend but basically I stick around 3 and if I want more I put them off grid in case of. less a  bother than rebuild a bench with bill.

My last fridge was something like .... mhhh, maybe around 200*50. Corpse, etc, i stick them all here so it take some place (before I butcher all this stuff and make meal from it). Mostly to avoid walking too much, it act like a wall around the colony, with the working area next to it.
#92
Quote from: Latta on October 03, 2015, 01:42:29 AM
Updated to 31b. This fixes the issue with apparel infusions. Should still be compatible with AutoEquip.

Quote from: Iridescens on September 28, 2015, 02:30:48 PM
Breaking news
No more!

That is greatly appreciated. thx :)
#93
General Discussion / Re: Can't kill Poison Ship Part
October 02, 2015, 01:38:40 PM
If you use the explosion tool instead, you should get some drop next time.
#94
@iri

wow, thx for this last post, i was wondering why i never get the bonus, as i always quarry a weapon.
#95
Hello. What is the difference between the fissure size (from the fissure generator) ? I mean, they are all as easy to do, but bigger allow you to get more kind of stuff. Why making a small one ?
#96
Ideas / Hauling (to stockpile)
January 07, 2015, 01:33:15 PM
Hello,
Is there a way to avoid seeing our colonist always haul less than he can only because there is a part of stack in the stock pile ?

Ex :
You have mined some iron, and already have 45 iron in your stockpile.
the first guy will always haul only 30 iron, to complete the stack, instead of hauling 75.

it's HIGHLY annoying because if you have some stuff that you use a lot (iron ...) to do quick craft for example, each time your hauler will only haul a few iron.
#97
Quote from: Ironvos on January 06, 2015, 12:11:19 PM
Quote from: Oragepoilu on January 06, 2015, 11:31:55 AM
After a check i only had one spot of salt (with 1500 hp my bad for this :p) so i restarted a new map, because only having the possibility of 400w for early game kill the thing a bit too much x)

Anyway incase of, is there a way to change the drop of salt ? each square give only 25 salt, and even if it's only for myself i could edit and change it if i know where the data is stored (didn't found it yet )

Yes, go into the metal age mod folder to Defs\ThingDefs\Buildings_Natural.xml

Look for the section about MinableSalt.
There you will find <mineableYield>25</mineableYield>
Changing this will change how much drops per tile you mine.
And the one under it <mineableScatterCommonality>0.20</mineableScatterCommonality>
This one determines how common the resource should be generated, turning it up to 0.30 would make it 50% more common for example.

Okay, thx for taking time to explain basic stuff to me. i'll try to increasea bit this.

Edit :
you can toggle off cable to avoid energy loss.
#98
After a check i only had one spot of salt (with 1500 hp my bad for this :p) so i restarted a new map, because only having the possibility of 400w for early game kill the thing a bit too much x)

Anyway incase of, is there a way to change the drop of salt ? each square give only 25 salt, and even if it's only for myself i could edit and change it if i know where the data is stored (didn't found it yet )
#99
I'll try, pal. I don't have a lot of time from the next two days but expects another anwser (in the worst case) after.

If I'll find something I found weird, I'll tell you.

Edit : i find the "salt" part a bit ... useless ?
I only had one spot of salt, it take ages to mine it (2500hp) and provide almost nothing to help with.
by the time you can get some salt you will be already making wind turbine or whatever (no need for battery) and it take too much time to mine to use it on food anyway.
#100
Off-Topic / Re: Woo! 100 posts! :D
December 11, 2014, 11:30:04 AM
Some guys are damn crazy here.
#101
Quote from: Chaplain on December 02, 2014, 03:51:33 PM
I'm noticing this mod likes to crash on the big maps which is kinda sad since I rather like the buffer zone between me and the more terrifying events.
If you want to play the two biggest map try to play with the rules :

-Do not build near around +-40 block from the edge (for the last). Try to build near the middle if possible.
-If there some mountain that force raider to do a big walk to your base, make a tunnel.
-Don't harvest, mine, or any order on both side of the map at the same time.
-If you see some fire regularly, that burn a lot of thing, try make some path of concrete or something else so it won't spread as much (don't forget to remove the home area :)

Basically don't give any order that could lead the pathfinding of of any creature in your map to be really long. It's the main issue for me, because eve if it doesn't crash my game (and it does for me if i ask side from side task) it really slow down the game witch is already slowed down by the size itself.
The second biggest for me is the readers or tribe, they tend to broke the game when they spawn near a side and move right away to the other side (flee/ just pass in the map).

Anyway you shouldn't play it with mod as it ask even more things.
#102
I use the planning mode to :
-Get the line of max range of my guys from my wall (especially nice early, as you can quickly see if you need to retreat a bit to let the raider come a bit more closer if you don't have yet a weapon with enough range)
-Show the range of my turret (so i can change my target if i see them inside the range)
-Beacon / building while early you can't build everything you can still plan it to avoid starting building and see that you don't have enough place around
#103
You may be able to add whatever mod you want, and even update a mod in the modpack; But you loose the materials & tech tree fitting (and a few other things not really noticeable).

Some mod are free to add, like for EdB Interface or maybe prepare carefully (even if you use this one you may "kill" the starting by giving you hight tech weapons instead of upgrading them, but anyway weapon progression is already broken* so)

Just don't forget that some mod will do same stuff sometime. Like Apothecarius and other stuff that change bionics.


*by broken i mean that you won't use much crafted weapon because the main source of weapon is random event/raiders. Mainly raiders. there is nothing that force the game to think "you are only at the 6th month, so i won't trow at you a raider with a sniper rifle @46range + 3 burst" while in the same time they will die in the trap hole anyway whatever they have on them.
#104
Quote from: PaulBR on November 16, 2014, 08:45:45 AM
I think there's something wrong here, cause the toolbox isn't appearing in the metalworks station, i'll try to re-install the mod. But thanks OrangeOrage.
Be sure to enable first TTM, then enable patch. It may change something ? I always end doing so because i always try TTM alone and then apply the mod in case something go wrong so i can see what's the problem.
Also did you downloaded the last version ? May want to check, if you have the visitor bed so you have the last version.
I'm almost sure it won't help you but anyway it won't hurt either I think. :p
#105
Quote from: Canute on November 16, 2014, 04:06:36 AM
A Tailor's workbench don't need a toolbox.
Never saw a toolbox in the Techtree mod as build requirement. I think there are toolboxes as weapons to improve the construction skill.

Tailor's workbench need hammer and curtail tools both can be crafted at the Workstation.
When you Tailor's workbench realy need a toolbox you maybe use another mod.

I remember that in TTM one of the building need a toolbox, tough.

Tested : Tailor's workstation need a toolbox. If guys don't need it, it's because you are using an older version of TTM.
The toolbox is build work the Metalworks station, it's the last on the list of bills.
You will need an Hammer, a Tongs, Curtails tools, Make to do tools, and 10 Utility metal.
You build all the tool needed at the Workstation.