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Messages - Jorlem

#31
I never research colored lights because I don't like the clutter in the list of furniture blueprints.
#32
Any chance of getting trebuchets or catapults as a replacement for mortars?
#33
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.
#34
Ideas / Re: Allow doctor to clothe a patient.
January 26, 2017, 04:24:57 AM
Option for prison uniforms?
#35
Quote from: b0rsuk on January 25, 2017, 02:15:27 AM
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).
And if they had placed a few colonists in cryosleep chambers...
#36
Ideas / Re: A hate of Infestations as is
January 24, 2017, 03:11:49 PM
Quote from: ChaosOverlord on January 24, 2017, 06:08:13 AM
Quote from: OFWG on January 11, 2017, 12:25:54 PM

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.
So the bugs drop in through the roof or the floor!
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.
Except we can't do anything to defend above and below, but we can left or right.
#37
Outdated / Re: [A16] Improved Surgery
January 23, 2017, 02:12:58 PM
Quote from: twoski on January 21, 2017, 12:45:50 PM
Quote from: Jorlem on 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.
i found the cause of this bug and fixed it so you should be in the clear now
Thank you.  I'll give it a try later today. :)
#38
Quote from: nccvoyager on January 20, 2017, 11:32:47 PM
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.
Unfortunately, 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.
#39
Outdated / Re: [A16] Improved Surgery
January 20, 2017, 10:43:05 PM
Quote from: twoski on January 20, 2017, 08:07:26 PM
So you have any other surgery mods? I'll look into it and see if I can find any issues on my end
None of the other mods I had active should be altering surgery, as far as I'm aware.

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 PM
:D

Thank 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
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 PM
Quote from: twoski on January 20, 2017, 08:43:48 AM
Compared to A15, A16 has almost identical failure rates.
As 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.
#44
Quote from: skullywag on January 04, 2017, 12:04:32 PM
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.
If I may ask, have you posted the fix mod anywhere?
#45
Quote from: twoski on January 19, 2017, 06:50:38 PM
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.
Does the update fix the ridiculous failure rates in A16 as well?