I once had animal get into my refrigerator, cant recall which one, one of the small ones which could take the cold, kept eating my food for ages, until I noticed what was going on, I wasn't as merciful
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts Menu
Quote from: TLHeart on May 13, 2015, 12:27:13 PM
do you continue working when it is your time to eat? no you go and eat. so do the colonist.
Crops lay in the fields after harvest, until the haulers show up to haul them away, in real life, why should the game be any different?
Quote from: Matthiasagreen on May 13, 2015, 08:25:27 AM
I, for one, want my crops to be harvested and replanted as fast as possible. If they keep stopping to haul back my crops, I will never get a decent food storage built up. If hauling the crops was my main priority, I would have hauling set higher than growing.
The only viable times I see adding an extra check for hauling jobs would be when:
-The colonists is going for a meal and is not starving.
-The colonist is going to bed and is not exhausted.
Even these really depend on how a colony is set up.
Quote from: Kegereneku on May 13, 2015, 03:26:55 AM
Just thinking...
What if... harvest job had a 10% chance of being followed by a direct order to haul whatever he just cut ?
The 10% is meant to make sure a lot of plant have been cut before gathering & the direct order to make sure it take priority.
The hazardous statistic make it inelegant though.
Alternatively, a dedicated hauler usually solve that problem.

Quote from: Abrexus on April 06, 2015, 04:34:32 PMQuote from: Smikis on April 06, 2015, 12:33:44 PM
Seems that all prosthetics and organs have placeholder requirements, all of them require "Ingredients" say "Ingredients 30, Ingredients 20" instead of "Plasteel bars 30, Steel bars 20"
They all look fine to me....are you looking at the Items_BodyParts.mxl file in the defs folder?<ThingDef ParentName="BodyPartBase">
<defName>BionicEar</defName>
<label>bionic ear</label>
<description>Advanced piece of technology made not only to fully replace a natural ear, but also to give supernatural hearing.</description>
<graphicPath>Things/Item/BodyPart/MedBionic</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<statBases>
<MarketValue>1850</MarketValue>
<WorkToMake>3000</WorkToMake>
</statBases>
<costList>
<ArtificialBone>2</ArtificialBone>
<PlasteelBar>30</PlasteelBar>
<Electronics>10</Electronics>
</costList>
<recipeMaker>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>TableBionics</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<artificialBodyPartsTags>
<li>Bionic</li>
</artificialBodyPartsTags>
</ThingDef>
This is what I have in mine.
Quote from: filippe999 on April 06, 2015, 09:32:31 AM
is it possible to remove the vannila overhaul features? i like the normal research tree but i want the training equipment
Quote from: elStrages on April 05, 2015, 04:01:31 AMQuote from: Smikis on April 04, 2015, 06:17:13 PMThe most expensive piece of armour takes 25 Nanothread. That's 5-8 (depending on luck) benches in 8 days growth. How is that years exactly? Then the construction time is similar but less than parkas. But still not anywhere near the time from you are stating. The mod is progressive from vanilla. It's not ment to produce loads of armour in the space of your first month.
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
Quote from: Snownova on March 25, 2015, 06:30:18 AMQuote from: Darkness on March 24, 2015, 08:43:59 PM
I have the same issue. Tons of meds , med-bed, and arms and legs, but the only options I have are to harvest arms and legs. I can install eyes and peg legs, but no arms or legs. At my wits end.
Same here, I can't seem to find the option to install a nose I just grew in the organ vat.