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Messages - Havan_IronOak

#121
Two minor beefs with this mod-pack... one I've found and fixed and one that I'm a bit afraid to mess with.

1) In the Core_SK Items_Meals_SK.xml file Jerky is tagged as "fine" rather than as a simple meal and it gets picked by my colonists over my "fine" meals.  I changed the preferability to simple and that solved my problem.  I think that this should be incorporated into the Core_SK next time around.

2) The Tailoring Bench and the Tailoring Loom seem to have had their names swapped based on my real world understanding of such things.  The Tailoring Loom is now available as an unpowered unit and can be used to craft garments from furs etc. The Tailoring Bench is only available in a powered variety and is used to turn Cotton into cloth.

Personally I'd like to see the names switched and for there to be an unpowered version of the machine that makes cloth from raw cotton (Call it a Spinning Wheel if you will)
#122
Quote from: Kirinya on July 05, 2016, 10:17:26 AM
...Flees and mosquitos always spawn in one of the bedrooms of your colony (can be prison rooms too).
They are physically in the room and are relevant because they can transfer diseases (Malaria) when being near a sleeping prisoner.

Hadn't made the malaria connection, yet but I did figure out how to find the critters. I used the hunt tool and just "swept" it through my entire compound.  And you were right. The only places with an infestation was in one bedroom and the clinic.
#123
Quote from: squirrel gnut on July 05, 2016, 03:59:45 PM
I downloaded this mod today and didnt realize that the Core was part of the download. I can no longer play game with any other mods. I bought the game in alpha 13 and didnt realize that the mod is for 12d. Anyway I can get alpha 13 back? Thanks!


This mod pack runs fine under 13 provided you install all the bits and follow the directions in the first post carefully.

However,  If you want to run the vanilla alpha build, you can just disable all the mods but the core, no? Of course you may need to begin with a new world and colony.
#124
Fleas?

Since I started using this mod pack I've twice seen the incident that fleas were found in my colony.  There is no "Jump to" option as there often is with incidents.  I've looked and can't spot any actual fleas (I'm guessing that they're something like the mosquitoes)  Do they exist and are there any practical effects or is this just added flavor?
#125
Ideas / Re: Stone Quarry
July 05, 2016, 07:25:59 AM
Check out the Industrialization mod. It has quarries https://ludeon.com/forums/index.php?topic=8902
#126
Ideas / Re: Marketing strategy
July 05, 2016, 07:21:55 AM
I actually first heard about this game from You-tube so I'd say that the strategy works.

Some very popular you-tube gamers have already done multiple let's play series on RimWorld. (hundreds of thousands of viewers all told.

EnterElysium has done several including this latest
https://www.youtube.com/playlist?list=PLR5ZBfGW6e1nU86WqyyMwe20rYyX3K822

quill18  has done several as well
https://www.youtube.com/playlist?list=PLs3acGYgI1-sOWLnfC8jFWIBE24o7Ieht
#127
Quote from: ArguedPiano on July 04, 2016, 08:04:41 PM
But is there not already the option to make Blocks out of the material of choice?

When you create the "Make Stone Blocks" bill, click on details. From there choose what type of chunks you want them made from....

In the vanilla game there is one task called make stone blocks and if you use the do until you have x option that x applies to all types of stone blocks.

Say I want two standing orders, one for 400 Granite blocks for my walls and another for 200 Limestone ones for flooring.  There is no way in the vanilla game to establish those jobs so that they won't interfere with each other.

There is a MOD that handles this though.
https://ludeon.com/forums/index.php?topic=10623.msg105054#msg105054

ItchyFlea's  Stonecutting Tweak makes it possible to set up one bill for granite blocks and another for limestone.  Rather than sharing a common stone blocks goal. That way neither interferes with the other. 
#128
Quote from: notfood on July 03, 2016, 11:04:32 AM
...  you require Crafting I to get the hand tailoring workbench. It's pretty much available right from the start.

Grrrr!  One can make clothing on the Tailor's Loom!!!  It can even make stuff out of wood!
I thought that that was only for turning cotton et al into cloth.

The Loom is doing the trick but I WAS surprised that so many recipes (like pants) took components.  I'm guessing that this is a balance thing.
#129
Just finished researching Defense I... Parapets (Like sandbags but...better?)  Can someone fill me in?

Also fences don't keep out deer (or tarantulas?)

Finally, Stonecutting Tweak is not included in the SK Global modpack. I added it at the bottom of my list and it seems to work fine with everything else. The tweak allows you to specify production goals by stone type so it's possible to set up one bill for granite blocks and another for limestone.  Rather than sharing a common stone blocks goal. That way neither interferes with the other.  I suggest that it be considered for inclusion in the next release if ItchyFlea doesn't mind.
#130
Thanks for that! Now if I can just remember it past my next "senior moment."
#131
Ideas / Re: Hysteresis
July 04, 2016, 12:19:55 AM
I'd like to add my +1 to this one.
#132
Mods / Re: Mod Conflict
July 04, 2016, 12:11:34 AM
Yep, but the solution that I found ain't for the luddites! It requires some minor changes to one of the xml files in one of the two conflicting mods.


Check out the last few posts in https://ludeon.com/forums/index.php?topic=18377.msg231415#msg231415

Look at reply 27
#133
Thanks for that! The in-game help is pretty good but its not always clear to a new player.

My NEW problem is capturing an escape pod guy that just dropped in.  I'm guessing that I need a special cell door (not just any door). What tech is that hidden behind?

Also, I built the fence in the game that's supposed to keep your crops from being eaten...  I used it to build a chicken yard to keep out some troublesome wolves that were in the area. Now I see deer sleeping inside the fenced in area. WILL this thing keep out wolves?
#134
I was able to figure out what kind of ammo I needed once I'd started my colony but that doesn't help much when 'Preparing Carefully"  It would be great to either have the info show in the prepare carefully mod or to have a spreadsheet that I could load up externally.

What I'm puzzling over now is why I can't grow rice. I've got the seeds and researched level 1 Agriculture. That SAYS that it unlocks Corn, Rice and Strawberries. It did unlock corn but no joy on rice.

Also I'm trying to figure out how to unlock the tailoring bench. 

I WILL create a section of the wiki for the Hardcore SK mod once I get a bit more expert on how things works but in the mean-time I still have plenty of questions.

Solved the question of growing Rice and Strawberries!  Seems the text for Agriculture I lists them but further research is required.
Rice requires Vegetable Research I
Strawberries requires Vegetable Research III.
#135
I have a colonist in my current game that does both research and crafting. I find myself fiddling with the work priorities a LOT because I have crafting prioritized above research.  Every time someone grabs a stack of planks he drops his research to make another batch of planks. What would be more productive and require less fiddling on my part would be for him to make planks up to quantity X but only when supply falls below Y. 

Lets say I want there to  be up to 200 planks on hand but only when the supply falls below 100 does the colonist get triggered to make more.

This seems like it would require some core logic change but it would be useful.