I never research colored lights because I don't like the clutter in the list of furniture blueprints.
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.
#31
Ideas / Re: Change "Colored Lights" to "LED lights", and make more efficent
January 31, 2017, 05:29:43 AM #32
Releases / Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
January 30, 2017, 11:03:50 AM
Any chance of getting trebuchets or catapults as a replacement for mortars?
#33
Ideas / Re: It's simply not fun to have perma-damaged pawns.
January 27, 2017, 05:26:02 PM
Interesting fact: The oldest known prosthetic body part in history is a prosthetic toe from Ancient Egypt. It is made of wood and leather, and was dated to sometime between 950 and 710 BCE. Source
The ancient Egyptians could make comfortable prosthetic toes, but if our colonists need to replace a toe they have to replace the entire leg to do so.
The ancient Egyptians could make comfortable prosthetic toes, but if our colonists need to replace a toe they have to replace the entire leg to do so.
#34
Ideas / Re: Allow doctor to clothe a patient.
January 26, 2017, 04:24:57 AM
Option for prison uniforms?
#35
Ideas / Re: Abandoned Colonies / Ancient Ruins when in Caravan
January 25, 2017, 10:12:47 AMQuote from: b0rsuk on January 25, 2017, 02:15:27 AMAnd if they had placed a few colonists in cryosleep chambers...
The best part is you could crowdsource these ruins from players. Whenever player performs "Abandon" on colony world map, his colony would be uploaded to a server and used as a base for ruins. There would be some filters applied, for example nearly all machines break down, walls erode, items deteriorate to nothing, animals escape into wild (and potentially reproduce with a simple algorithm).
#36
Ideas / Re: A hate of Infestations as is
January 24, 2017, 03:11:49 PMQuote from: ChaosOverlord on January 24, 2017, 06:08:13 AMExcept we can't do anything to defend above and below, but we can left or right.Quote from: OFWG on January 11, 2017, 12:25:54 PMSo the bugs drop in through the roof or the floor!
Seriously, multiple bugs several times the size of a person just poof into existence in an actively-used bedroom? Nah, look up "balance" and "gameplay" and get back to me.
The dev menu is basically required at this point in the game.
People will complain about anything. It's a mountain, it's akin to living underground. You worry about above and below just as much as left or right.
#37
Outdated / Re: [A16] Improved Surgery
January 23, 2017, 02:12:58 PMQuote from: twoski on January 21, 2017, 12:45:50 PMThank you. I'll give it a try later today.Quote from: Jorlem on January 20, 2017, 07:26:21 PMi found the cause of this bug and fixed it so you should be in the clear now
Sorry for the double post, but I needed to report a weird bug that I'm seeing now with the mod enabled. When I had my best surgeon try to install a peg leg on someone that had their right leg shot off, the surgeon kept repeating the operation until it failed catastrophically. That is, a successful operation consumed the log and the herbal med, but did not add the peg leg to the character, and the surgery bill was not cleared until the operation failed.
#38
Bugs / Re: [A16] Not master of X Negative Moodlet for nonassignable animal
January 20, 2017, 11:57:29 PMQuote from: nccvoyager on January 20, 2017, 11:32:47 PMUnfortunately, this isn't the case. Even if it is fully trained, a colonist needs a Handle skill of six to be made the master of a warg.
Well, for the time being, if you do get a pawn that is good at handling, have the pawn good at handling train the warg, and then the warg can be assigned to follow any pawn, including the bonded pawn.
#39
Outdated / Re: [A16] Improved Surgery
January 20, 2017, 10:43:05 PMQuote from: twoski on January 20, 2017, 08:07:26 PMNone of the other mods I had active should be altering surgery, as far as I'm aware.
So you have any other surgery mods? I'll look into it and see if I can find any issues on my end
Here's the other mods I have active, leaving out this mod:
HugsLib
M Pawn Death RNG Remover
OSHA Compliance
Chemfuel Generator
LT-Doormat
Step Awat From The Medicine
Craftable Drugs
Set-Up Camp
Camping Stuff
I Can Fix It!
Path Avoid
Temperature Gauge
Snowy Trees
Mod List Backup
Hand Me That Brick
RT Fuse
RD - Fire Department
QualityBuilder
#40
Outdated / Re: [A16] Improved Surgery
January 20, 2017, 07:26:21 PM
Sorry for the double post, but I needed to report a weird bug that I'm seeing now with the mod enabled. When I had my best surgeon try to install a peg leg on someone that had their right leg shot off, the surgeon kept repeating the operation until it failed catastrophically. That is, a successful operation consumed the log and the herbal med, but did not add the peg leg to the character, and the surgery bill was not cleared until the operation failed.
#41
Outdated / Re: [A16] Improved Surgery
January 20, 2017, 06:01:06 PMThank you. It has been immensely frustrating watching my skill 16 doctor consistently fail to put peg legs on prisoners, and kill them when giving them dentures.
#42
Bugs / [A16] Not master of X Negative Moodlet for nonassignable animal
January 20, 2017, 04:46:57 PM
My colony (crashland, standard three colonists, one animal) spawned with a pet warg. One of the colonists started off with a bond with the pet, as normal. However, the colonist's Handle skill was far too low to set him as the warg's master (and no passion for handling to make it reasonable to train him up), so he is stuck with the negative moodlet for not being his bonded animal's master, even though he can't be the master.
#43
Outdated / Re: [A16] Improved Surgery
January 20, 2017, 04:21:28 PMQuote from: twoski on January 20, 2017, 08:43:48 AMAs I understand it, the change in A16 was a massive nerf to medicine (except glitter), not to the surgery success rates themselves. As all surgeries require meds of some sort, the end result is that surgeries fail far more often than they did in earlier alphas. See this thread for more detail.
Compared to A15, A16 has almost identical failure rates.
#44
General Discussion / Re: 96% success chance doctor failing five out of six operations
January 20, 2017, 07:33:30 AMQuote from: skullywag on January 04, 2017, 12:04:32 PMIf I may ask, have you posted the fix mod anywhere?
Bionics isnt even what we are discussing here. Low level surgeries require glitterworld to have any chance of success. I only mentioned it as the name of my test i didnt even get to bionics. Simply removing a jaw resulting in 4 decapitations. The failures are crazy, but thats another issue. For my doc to do it 4 times due to failing the chance check is crazy and to be clear ive since tried it again with the same result, so im either unlucky as hell or this just aint worth the time. No bother for me ill just mod it to suit my tastes.
#45
Outdated / Re: [A15] Improved Surgery - Less Randomness In Failures
January 20, 2017, 07:28:31 AMQuote from: twoski on January 19, 2017, 06:50:38 PMDoes the update fix the ridiculous failure rates in A16 as well?
Okay so i looked through the surgery failure code and it looks like they did add localized damage in the minor and catastrophic failures. So when you get a minor failure the damage will be near the part being operated on.
That said, failing to install implants will still destroy them (which is nonsense in my opinion) so it looks like this mod is still relevant.
Check the OP for the latest update.