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Messages - Ghizmo

#31
General Discussion / Walls and insulation
May 29, 2016, 04:32:25 PM
So I am trying to make my ice-sheet colony work.
However come winter time the temperatures drop to -60 or worse (outdoors) and even though I have two heaters the indoor areas still drop to -20 or something. Making it near impossible for me to survive, because I lose my food and wood supply since my growing areas can't reach the needed temperature.
I have steel walls, so I am kind of thinking that these walls don't insulate well enough and I lose a lot of heat because of them.
But I am wondering if this is actually true? Because I don't see anything in the info screen.

Would building wood walls be better? Or stone walls even? Because getting stone is much easier then wood currently is for me.
#32
Outdated / Re: [A13] RightTools
May 29, 2016, 07:48:29 AM
oh right, I guess so. :) I dont have CR in use atm.
#33
Outdated / Re: [A13] RightTools
May 29, 2016, 06:00:34 AM
But the tools from righttoolforthejob aren't inventory items. They are primary. Only a toolbelt goes into the colonists inventory.
#34
Outdated / Re: [A13] No Bad Organ Thoughts
May 29, 2016, 05:58:38 AM
Well that could be because he has a trait of some kind, or a background that could make him think/live like that.

I think colonists from a universe where they have space flight, most would be happy to be saved from death. Unless they are maybe a monk or cleric or something who prefer to stay all natural.
#35
Outdated / Re: [A13] No Bad Organ Thoughts
May 29, 2016, 05:14:32 AM
Thank you for this new mod :)

I have always found it weird that even my doctors get a mood loss from doing surgery. And the colonists being saved don't get a positive mood from being saved from death. :P
#36
Could you possibly add an ice-fishing option to the fishing mod?
I would love to see that, cos I'm trying to keep an ice-sheet colony working and this would definatly be a great addition to the early game or whenever there is an annoying solar flare.
#37
Bree, I believe it workes like this without the mod as well.
You can only install one bionic part on any of the limbs. eg, either the leg, or the foot becomes bionic. Which i thought was weird as well. My assumption was that if you replace the arm, the hand actually stays the same. Just the part from shoulder to hand would be bionic haha. But I never got to test it with the rings like you did. :) My ice-sheet colony gets rekt looong before i get to bionics.

So I guess I'm wondering for the same thing.
Could it be made possible to get all bodyparts replaced/attached/harvested? To make a full bionic colonist and allow complete body surgery.

Btw, I love this mod! Ive been using it so long I would not be able to play without it anymore.
#38
Is it possible to have these tools placed in the inventory, rather then equipped as a weapon?
Or would the work modifier not apply in that situation?
#39
A thread with a discussion in it and regular updates isn't the same as a thread that only gets updates by interval.

The list thread is a lot easier to find mods instead of searching through the forum or using the search function.
How many times (6 times to be precise previous week) I haven't searched for skullywag, only to find some (not all) of his mod topics easily.

For me, I used the thread to find mods. I didn't post in it, cos that's what each mod its own threads are meant for.
#40
+1
#41
Outdated / Re: [A13] Trade Request: Caravans
May 11, 2016, 05:57:34 AM
Does trading with them also improve relations? like by 1 each time?
#42
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 01:40:37 AM
I was under the impression the combat realism mod needed to be loaded 2nd, even before the CCL mod. As I see it in this list it isn't even in the first 10.
#43
Quote from: kimx1636 on May 02, 2016, 07:00:41 AM
Turns out it was Glitter Tech which was incompatible and messing with parts of CR.

Happen to know if there is anyone working on a patch for compatibility?
#44
Just for information purposes:
My preparecarefully button sometimes disappears. I am using the 1.11.beta1 version.
It happened a lot when i was testing mods and in which order I wanted to start them. Removing all mods and starting from fresh after I knew the right order fixed it 100% of the times.
The new download file (0.13..) only mentions a fix for linux, so i thought this was worth mentioning.
#45
Releases / Re: [A13] Glitter Tech v1.44
April 30, 2016, 10:02:53 AM
my guess is, if he has 50% and gets a -20 = he will become 30% conscience.