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Messages - blinari

#1
Using the github release as of yesterday, I built a coal heater and a hopper, which I filled with coal. It did nothing. Coal wasn't used up and no heat was generated.
#2
Ideas / Re: Your Cheapest Ideas
August 05, 2015, 03:34:36 AM
Guns should work as melee weapons in the same way that logs do. In a pinch a pistol or rifle butt is definitely more effective than fists.
#3
Electronics in 1.10 cost 50 sand, 20 wire, 15 spare parts, and 10 steel parts for 2 chips. This created a huge drain on my resources. Anything requiring electronics is hideously expensive and will empty your stockpile of steel.
#4
Ideas / Re: Your Cheapest Ideas
July 26, 2015, 06:58:33 AM
A minimum efficiency slider for butchering, disassembling mechanoids, etc. A crippled master chef is good for cooking, but for butchering I'd rather have my healthy (or bionic) guy do the work.
#5
I would make the air-conditioned shield more effective. As it is, it's about as effective as a duster at staying cool.
#6
Ideas / Re: Your Cheapest Ideas
July 26, 2015, 01:22:59 AM
A "clean outdoors" checkbox. It gets silly sometimes when pawns are mopping up blood from the dirt in a rainforest, while the dining room is covered in vomit.

Opportunistic hauling. If a pawn is far from home mining, chopping wood, etc. and decides to go eat, sleep, or do a joy activity, it should check if there is something nearby that can be hauled to a stockpile on the way.
#7
Support / Re: Game doesn't run on linux
July 25, 2015, 10:46:19 AM
I play RimWorld on Linux, using a low-end laptop also with Intel integrated graphics. I've had none of the issues you describe - the game plays well, with only a bit of slowdown during massive raids.

When you start it in the console, what is the text output?

Edit: The dependencies on Arch are listed as "glu glibc gcc-libs-multilib libxcursor libxrandr". Do you have these or their equivalent for your distro installed?
#8
Dishes could be fine if they are reusable, left behind after a colonist eats. If they're used up it sounds like a horrible resource drain.
#9
A "prioritize hauling" similar to "haul things" (for chunks) would be good. Colonists would haul the stuff that's flagged before anything that isn't.
#10
I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.

Edit...

Here they are.

Selectors

These cost the same as the selector from the main mod.

Teleporters

Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.
#11
Quote from: Canute on July 19, 2015, 09:18:57 AM
Quote from: djjmatexxe on July 19, 2015, 06:22:47 AM
Quote from: Canute on July 19, 2015, 05:57:06 AM
This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
My mistake, yes these order exist now.
But i wouldn't use it.
You are geting sand when you made stone blocks, refine oil and with the make sand bill out of crushed stone.

I just wanted a glass house on the beach.
#12
Ideas / Re: Your Cheapest Ideas
July 19, 2015, 09:03:23 AM
Graves containing corpses should offset most of the -150 beauty from a corpse. Graveyards are somber places, but they aren't usually gruesome.
#13
The "textures" and "languages" folders under CrashLanding are lowercase, when they should be capitalized. On Linux it's case sensitive, causing the textures not to load. Same with "english" under languages.
#14
Blood filtration currently is essentially the immune system, affecting disease immunity by 100%. Lose one kidney and it's like your colonist has AIDS. Better hope he doesn't get sick. Lose both, instant death. This is not at all how immunity, kidneys, and blood filtration work.

So I suggest this instead:

* Kidneys are mostly redundant. Blood filtration equals 90%*best kidney + 10%*other kidney.
* Blood filtration below 50% causes a permanent "kidney failure" disease, affecting other bodily functions. Below 15%, it progresses to death.
* A new "Immune system" function for humans. This replaces blood filtration as the primary factor in gaining immunity to infectious diseases. Some diseases and conditions can lower this.
* When organs are transplanted, the organ shows up as a "Transplanted kidney" etc. If a colonist has at least one of these it will weaken the immune system by some amount due to anti-rejection drugs. Ships could sell "universal kidney" etc which doesn't have this penalty.
#15
Quote from: djjmatexxe on July 19, 2015, 06:21:49 AM
Quote from: blinari on July 19, 2015, 05:27:32 AM
Quote from: djjmatexxe on July 19, 2015, 04:27:46 AM
QuoteThis hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Plasma Precision Rifle x2
Specialist sniper rifle x1

Confirmed with the plasma precision rifle. The colonist left the dromedary downed and decided to go for a walk. Meanwhile I was getting a ton of errors about him having more than 10 jobs in one tick.