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Messages - Batpeter

#16
Oh yea forgot about that, do insects or raiders attack beacons?
#17
Thanks for recreating, i was the author. If only the game would require settlers to haul trade items to a certain place, instead of being able to magically teleport everything to the trader.. Here's the screenshot:
#18
Use a double wall and you can rebuild it before they break through the second layer. Hives only spawn in caves so you can make a hive farm as long as you keep your settlers on the outside. You only need to destroy a hive to be able to sell the jelly, you can ignore the insects as long as you can kill the hive quick enough. Granted, this is not without danger, so it might be balanced enough. I'm glad there's already a fix for selling jelly without hauling it or killing the hive.
#19
Quote from: skullywag on April 10, 2016, 02:42:01 AM
hmmm:

Fix: You can sell insect jelly (and items) that are right beside dangerous bug hives.

so it wasnt fixed?

Haven't tested it myself, saw Tynan do it in the video, but he was using God mode.. Also it wouldn't really make sense if you can teleport any items to the trader but not jelly, not even when you killed all the insects except for the hive.
In any case i still suggest to haul items to trade and a previous poster was able to sell items in a siege party's supply. (i made a bug report for that)

Edit: I tested it and you're right you can't sell jelly that is next to a hive, but you can sell it when there are still insects crawling around but no hive next to the jelly. Tynan spawned jelly in other places so he was allowed to sell it.
#20
 As it stands, settlers do not have to gather the items that will be traded. They will magically transfer to the trader (the muffalos in this case).

In the A13 video Tynan shows how he sells the insect jelly that's inside his base. This insect jelly is in a dangerous place and settlers would not be able to get it without endangering themselves. You could use a double wall to wall off insect hives so the insects will never bother you. You'd still be able to sell all the insect jelly that spawns.

edit: apparently you can't sell jelly that is next to a hive. I suppose this could be confusing to players, but it works. You can sell items from a siege party as long as you have a trade beacon close.

Some solutions: make it so that settlers have to gather the items that you want to sell, or make it so that the trade beacon doesn't work through walls.
#21
Quote from: skyarkhangel on January 19, 2016, 10:45:43 AM
Updated test version on Github. Many event are waiting for your testing :) You can even go through almost real nuclear catastrophe, with radioactive fallout.. Unfortunately the area is contaminated and everything on it was going to die by radiation.

You will meet "The thing" which kills all humans in its path and reproduces itself.
You will meet "Darkness", cold darkness obscurity the coming of the night...
Survive earthquakes, floods, meteor showers, rockfalls..
and much more.

Cheers! Will it need a new colony/world?
#22
Yeah you should have the industrial heater then. Have you copied ModConfig.xml to the right folder? C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
You need to re-enable optional mods when you do this.
#23
That's weird i have it right here: [screenshot]
I presume you have researched Mining I. Maybe try reinstalling all mods. What i do is make a copy of the whole Rimworld folder and reinstall the mods there. If anything goes wrong you can always go back to your old copy. If that doesn't help you can try reinstalling the ModsConfig.xml file in your Personal Folder. Be warned this all could mess with your savegame. If you really want the module without danger you can spawn it with the developer menu.

edit: i also have unlocked Crafting II, Power II and Construction II, maybe you need one of those. Enable the developer mode in the options menu and then you willl be able to instantly finish research, for testing purposes ;) Behind the newly appeared 'view settings' button on the top-right you can enable Fast Research to quickly finish your current research.

Unrelated, as you can see my trees are green in snow. They are slowly turning leafless again. Maybe because i was reinstalling the mod pack and modsconfig.xml.

[attachment deleted due to age]
#24
Quote from: Masquerine on January 13, 2016, 02:36:59 PM
Quote from: gustavoghe on January 13, 2016, 02:09:44 PM
Quote from: Batpeter on January 13, 2016, 02:04:35 PM
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.

Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.

The Techtree is not completed yet. There are a lot of descriptions that need to be reviewed as well. For now, just go with the flow.

I have a question regarding Crematoriums. Do they produce ASH like the fire pit? They should right?
Research tree has not been addressed yet, but is in progress. There is a guy reviewing how the current tech tree flows and is creating a picture to show it all. He'll then go through every single research description and detail everything they unlock and more. It'll take a lot of time but in the end it'll be very detailed.

Orders for collection are low priority "mining" tasks I believe. Set them to be miners and as long as there are no rocks to mine, they should start gathering instead. Tested it, confirmed.
Thanks, and the tech tree really needs some detailed descriptions. Good to hear it's being worked on!

edit: i also had a similar error as with your mammoth, when these Antis spawned:

[attachment deleted due to age]
#25
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.

Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.
#26
You need an Electric Smelter. I don't know about radiation burns.
#27
Quote from: zoranjoza on January 12, 2016, 09:51:21 AM
How this nutrition paste dispanser works?
I set up it like it should be, it cant be clicked, cant set bill...
HOPPER|[DSPANSER]|HOPPER
Does it matter how hopper is rotated?Coz i cant see which what it need to be near dispanser.

One more thing, animals, my animals stoped being pregnent? They are all brother and sisters, animal inscest isnt alowed?

And is there some production table that can produce 4 meals at once? Not 1 by 1

For more than 1 meal you need to research Bulk Meal Preparation, which needs Cooking Agriculture II and Agriculture IV. Then you need a Professional Cook Stove (under High-Tec) to make bulk meals (4 at a time).

As for the Nutrient Paste Dispenser, it's an automatic thing that doesn't require you to make a bill. Colonists will add raw food to the hopper and then the Dispenser will automatically produce a Nutrient Paste Meal. I'm not sure what kind of food it needs or when they decide to use the dispenser. I tested it by removing all food from my colony and only once they started harvesting some potatoes they used them to make a Nutrient Paste Meal. It's bad meal so they will probably only use it when they really have to. However the colonists didn't wanna use my berries, my wheat that i cheated into the game or raw meat. So it does work, not sure on the specifics. Let your colonists starve with only raw food available and see what happens.

If you turn on Development Mode in the game's options you can test everything yourself. You can build everything instantly and for free with God Mode, turn on unlimited power in the View Settings window, spawn item stacks in the Debug Items window (might not work for nutrient dispenser), and instantly complete research, along with many many more things.
#28
When trying to install an amputated natural arm, i get two options for installing a right arm and none for installing a left arm. Bug? Maybe i got the wrong arm, but the game doesn't tell me which one it is.

In the latest Github build there is a problem with spawning raids. The game tries to spawn raids that are not possible for some reason (like too low points for sappers or factions that dont have siege capabilities). Error: "Faction X has no PawnGroupMakers that can generate for Parms." This could cause the storyteller to reset the event timer, even though nothing has happened. I saved before a raid and when i loaded it again i got an error instead of a raid.

@Griffith, make sure to place ModsConfig.xml correctly (see install guide at page 1) and clean the config folders. If done correctly you shouldnt need to activate mods. There should be only 4 mods that are deactivated because they are optional. I recommend activating Darkness mod only, unless you know what the other 3 do. Darkness makes dark areas much darker which is more immersive and makes lighting more useful, but it might be too dark for some.
#29
One of the most useful mods along with the Colonist Status bar from Edb. If someone can update this for 12c i would be much obliged.
#30
Yes a smaller icon for assigned pets, next to their master. That way you can at least see if they are hurt, which is basically all you need.