The priority details thing, is it possible to change that for each colonist individually ? And is it also possible to take out some jobs? For example I have CuproPandas RimPharma mod, and for someone to granulate seeds they need high medicine skill, so I get my medicine guy to be on crafting as well in work priorities, but then he always does other things like smelting steel from slag which I do not want him to do because he is not good at crafting. So then I saw this mod and thought it was great because I could only make him do the medicine crafting bits and nothing else! But now I am not sure if this is possible?
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#106
Outdated / Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
October 28, 2015, 06:39:28 AM #107
Outdated / Re: [A12d] IFL Lighting - Incandescent, Fluorescent, and LED Lighting
October 26, 2015, 05:13:35 AM
Any pictures of this mod?
#108
Outdated / Re: [A12] Combat Realism v.1.4.0 (26.09.15) Suppression
October 26, 2015, 05:11:43 AM
Will this mod be going into more depth of the human body as to what body parts can get injured? For example someones tongue might get cut by a knife or something. Although I am not sure how you would replace those things if they got destroyed?
#109
Outdated / Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
October 25, 2015, 11:36:41 AM
For some reason the Gnawlers when they are on sandbags no one will shoot them, including turrets. Not sure if this is intended or not? But they just sit on the sandbags around my turrets and demolish them whilst the turret and my colonists stand there. They begin to resume shooting immediately when they step off of the sandbags. The big ant creature is fine, they all get shot dead even when on sand bags, just gnawlers that do not get shot.
#110
Outdated / Re: [A12] Industrialisation (20-09-2015) rebalance!!!
October 25, 2015, 10:50:42 AM
I assume EPOE and this mod do not work together because they both change the electric smelter? Is there a patch for EPOE and Industrialization to work together?
#112
Releases / Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
October 17, 2015, 10:11:05 AM
How long does one party last?
#113
Outdated / Re: [A12d] CPHaulage (v. 1.0) (2015-10-13)
October 13, 2015, 10:58:05 AM
Will this mod work with Tools for haul?
#114
Outdated / Re: [A12] EnviroSeed SK v1.0
October 10, 2015, 02:06:48 PMQuote from: dismar on October 10, 2015, 01:38:52 PM
every time or just some times? Those pawns do get pretty lazy.
I have only noticed it once. Was pretty strange, I will report if I see it again, it is nothing game breaking but it is kinda strange.
#115
Outdated / Re: [A12] EnviroSeed SK v1.0
October 10, 2015, 01:31:09 PM
My colonist pick up some apple seeds, then stands from where he picked them up and somehow plants them from like 30 blocks from where the growing area is?
#116
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
October 10, 2015, 07:47:41 AMQuote from: Haplo on October 10, 2015, 05:41:52 AM
Nope, not my fault. I just use the existing traders, I don't do any calculations on my own![]()
It looks like something changes the thrumbos so that the base price is really low. But it's definitely not a fault of my trader code
Ok, just checking cos it was from a trader in a tent xD I will have to see if a trader from the comms console is also selling the thrumbos for a very low price as well. Other than that I have no idea whats causing the error >_<
#117
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.7 / 05.10.2015)
October 09, 2015, 05:37:19 PM
Not sure if this is your mods fault, but when I went to this trader in the tent, they are selling thrumbos for under $1?
https://gyazo.com/e188b3e815b7ca90f6d846f69f27de14
https://gyazo.com/e188b3e815b7ca90f6d846f69f27de14
#118
Outdated / Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
October 05, 2015, 04:13:39 PM
So I had a save running 0.3, and I updated it to 0.7. So far its kinda messed up some of the animals behaviors, some animals have not even changed and are default vanilla animal behavior still. So overall it is better just to make a new save. Sorry I did not have much time to play more and find out other info, as I have been doing course work all weekend and still am.
#119
Outdated / Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
October 02, 2015, 06:05:25 PMQuote from: skyarkhangel on October 02, 2015, 05:09:10 PMQuote from: LustrousWolf on October 02, 2015, 02:34:21 PM
I have a saved game, since this changed AI stuff, is it possible to update the mod without the save breaking?
Hi, Wolf. Not tested with old saves. So, you can test and inform
Ok, I will have to test tomorrow, it is kinda late where I am, I will edit this post when I test it out and find out the results.
#120
Outdated / Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
October 02, 2015, 02:34:21 PM
I have a saved game, since this changed AI stuff, is it possible to update the mod without the save breaking?