Menu

Show posts

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

Messages - BlackSmokeDMax

#1576
Ideas / Re: Copy Bills
June 23, 2016, 11:32:53 AM
Just saw in a different thread that max skill is being added to bills - which is awesome! Hopefully this can make it in a future update. Please!  ;D
#1577
General Discussion / Re: From Grave to Cremation?
June 23, 2016, 11:27:26 AM
Quote from: Kryc8 on June 23, 2016, 07:15:24 AM
Quote from: Kryc8 on June 22, 2016, 06:48:25 PM
Create refrigerated room near crematorium. In this room build sleeping spots for animals. Meat consuming animals will eat chunk of body everytime when they get hungry. If your animals can't  eat all bodies your furnance will :).
And if your cook (with psychopath trait so he won't go insane) butcher bodies your animal trainers will be able to teach animals using human meat.

That was only applicable in A12 and earlier. Starting in A13 the butchering human-like penalty is colony wide. So anyone who is not a psychopath will be receiving that penalty if you butcher corpses. Obviously you can still do this if you feel your whole colony can absorb that negative mood.
#1578
Quote from: Wex on June 22, 2016, 08:24:29 AM
Speaking of wealth, how much does a greedy colonist need to be happy? The best I got was a -3 reaction, with statues and a royal bed.

Thought they just needed more than other people, so maybe try lowering values of the fellow colonists to increase the difference.
#1579
Quote from: Tynan on June 22, 2016, 12:01:32 AM
The idea that storytellers use only (or even primarily) wealth to determine how to scale threats is a myth.

The algorithm is quite a bit more complex than that and takes into account wealth, population, defensive strength, and several factors related to the time since the colony has taken damage, had people downed, or been at given population counts.

It would probably be a waste to spend a bunch of time trying to cheese wealth lower. Just enjoy the game.

Seems like Milon has been trying to debunk this for ages. Hopefully this new post of yours will help him in his endless war!
#1580
Quote from: Sleban on June 21, 2016, 04:02:01 PM
Since when dont we need to turn on the mods?

By placing the modsconfig file that is provided with Hardcore SK you are effectively turning them on. The modsconfig turns them on and in the correct order. This would be the same thing as doing it yourself manually without the hassle of doing it in the proper order.
#1581
General Discussion / Re: Outdated versions
June 21, 2016, 01:29:22 PM
Quote from: milon on June 21, 2016, 01:24:04 PM
Dang, that's got to be a collector's edition!  :D

You've got me beat!  My oldest version is Alpha 4 (4F, I think).  Even though I technically bought-in during A3.  ;)

It'd be interesting to see major features added in each alpha. Is there a chart showing that somewhere? Did a quick google search and didn't see anything better than what is on the wiki. That shows update history by date, but not really the major changes. So if anyone knows of something better, I'd love to see it.
#1582
General Discussion / Re: Dirty areas causation?
June 21, 2016, 01:15:44 PM
Quote from: Vaporisor on June 21, 2016, 01:10:31 PM
They indeed are caused by colonists travelling.  Dirt tracks about your buildings so if they come in from off of some dirty ground, they will trail dirt onto your nice clean floors.  This is most observable at doorways where you can see it builds up quite fast.  It will continue to spread about if left unchecked.

There are some things that also can make a mess such as butcher tables.  This spread of dirt is important to consider when setting up your kitchen to help prevent food poisoning.

So basically, the more "real floors" the better, it sounds like?
#1583
General Discussion / Dirty areas causation?
June 21, 2016, 01:05:34 PM
Just wondering whether dirty spots on the floor are affected by where colonists have been walking or is there just a completely random chance for them to leave a dirty spot on the floor.

Not worried about blood, that is fairly obvious, just the dirt.
#1584
Quote from: Sleban on June 20, 2016, 10:59:03 PM
So i stated a few days ago i have downloaded the mod pack and placed the mods in the proper folder along with the modconfig file. When i start the game up and go the mod selection tab i turn on the mods and it takes a min to return to the other screen but when i go back to the mod list the only one activated is Core nothing else. Is there a certain i need to turn them on or am i missing something else?

It sounds like you don't have the modsconfig file in the proper folder. Either that or you have custom file locations setup, but not correctly.
#1585
Mod bugs / Re: Walls stop supporting roofs
June 20, 2016, 01:49:40 PM
Have you tried putting a door in that opening along the left side. If the corridor leads to an unroofed area without a door somewhere in between, that may be the problem.
#1586
Quote from: Gaiska on June 20, 2016, 07:21:34 AM
hello guys,

i look the forum tread but im not sure about a question. i wanna install the modpack on the laptop from my gf with the hardcore modpack but i cant activate the mods ingame.

she had the newest update so alpha 13. the mod is updated 4 days ago - but should we must downgrade to alpha 12d and install the modpack ? 

or does it work on alpha 13?

thank you

Are you sure you have the latest version? You have to go on Github and download it from there, as it is still a work in progress. If you are just downloading the last 2.5 build, then yes that will only work with Alpha 12.
#1587
Quote from: squirrel gnut on June 18, 2016, 10:22:54 AM
How do I get Blank Books? Have played mod for 12+ hours and still haven't figured out how to craft blank books. Love the mod, but some of the item functionality is a mystery.

You "Bind Books" at the writing table. To do this you will require 20 paper and 5 leather per book. Paper can be made using the brewery.

To find things like this out you can usually just use the help tab towards the lower right. It will pop open a window that you can type things into which will hyperlink to all the stuff you will need to know.
#1588
Quote from: matthiaskrgr on June 18, 2016, 10:37:43 AM
For some odd reason it is not possible to make a colonist stand on a place where a chunk is by sending them to the position while being drafted.
This is kinda weird given they can walk over chunks just normally and they also do stand on chunks if drafted while traversing a chunk.

Believe this is working as intended. Raiders also can't stop on top of chunks. Once any thing starts moving across a chunk it has to continue until it clears.
#1589
Think I agree.

You are saying he should make sure all of what he is carrying is at least prioritized on the particular element you asked the colonist to do. From there the colonist can lay down on any other nearby blueprints, just make sure as much as needed (or all) of what he/she is carrying is going to the place actually prioritized!
#1590
Support / Re: Cant Buy
June 18, 2016, 04:05:00 AM
Quote from: BobTheBugger on June 17, 2016, 08:34:21 PM
I've tried on multiple occasions on different days to buy Rimworld, but it says my card was declined. I have no idea why it would be declined as i have plenty of money to buy the game. Any ideas on how to get the game?

Did you try with paypal instead of directly with your credit/debit card?

Else you could always wait a few weeks, and purchase it via Steam. Should be there soon*

*Estimated by dev to land on Steam in July.