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Messages - DariusWolfe

#706
QuoteI... have no words for that. You work inside of a Mountain? That is amazing, I would sing dwarven songs all day long and drink mead every night

Used to. Got out of that position two weeks ago, though I'll probably head back up there from time to time. But no, no dwarven jokes, just jokes about the Stargate.
#707
Quote- New events like floods/leakages inside the colony.

I used to work inside an office complex inside a mountain. (I'll let you guess which one!) Last year, there was so much rain that it was literally raining inside the mountain. The water had leeched down through the granite until it reached the tunnel complex that the facility was built inside of. The under-carriage of the buildings was so flooded that the maintenance personnel were literally up to their waists in water. That's probably a little bit more in-depth (pun intended) than Rimworld is intended for, since it involves Z-levels, but it does give an idea of how water in a cave system can be problematic.
#708
Ideas / Re: Your Cheapest Ideas
July 04, 2016, 05:39:50 PM
Quote1 herbal med per

I'd bump that number up quite a bit, to maybe 5. Mid-late game, it's not hard to get a TON of herbal meds. I recently had a single harvest that yielded 120-some, and I only really needed that much because I'd just had 5 colonists make it through malaria.
#709
The stonecutting mod here does that: https://ludeon.com/forums/index.php?topic=10623.0
#710
Ideas / Re: Holidays
July 04, 2016, 03:23:56 PM
I like the idea, especially with the idea of having a randomized list of holidays to pick from, so you may have different holidays on different colonies. Landing day should be a constant one though.
#711
Dunno if this is a concern, but the Work tab beta breaks significantly when used with Hospitality. Hospitality changes the skill option for prisoners to work with visiting colonists, renames it and all. If I don't use "Dwarven Therapist mode" it's only somewhat broken, exhibiting wonky behavior when trying to set priority for that skill (it tries to do it as a 0000-0100 hrs schedule, even when you're not using scheduling) until you mess with it a whole bunch. If you try to turn on Dwarven Therapist mode, it never shows all of your colonists, and seems to semi-randomly show them based on how you sort skills. There's not any sort of pattern that I can detect, either; It's not like it only shows the highest skills, or any such thing.

I tried messing around with the mod order, and that didn't fix the problem. Instead, I had a game-breaking bug occur where the Trade window seems to be completely inoperative, though I just saw a Bug thread where someone was reporting the exact same error with a nearly vanilla setup, so I don't know if it has anything to do with any of my mods, or yours in particular.
#712
Bugs / Re: All trading broken, includes logs
July 04, 2016, 11:33:31 AM
Damn. I was having this error last night, too. I finally said to hell with it on the campaign, and built a spaceship. I thought messing with my mods had broken it. It's working again on a new campaign.

I only had one orbital beacon, total. The only thing I'd done prior to noticing the problem was messing with my mod order to try and fix an unrelated problem.
#713
Unless you updated it within the last few days, I'm pretty sure I'm using the latest version, yes.

I'm not sure how to tell if it's generating errors in the console. Do they pop up, or would I need to look somewhere? If the latter, I'll need to play some more, as the no trade thing was killing my campaign, so I went ahead and built a ship.
#714
So, I was really excited to try this mod, but it's honestly been more of a pain in the ass than a benefit.

Aside from some bugs that may or may not be related to Hospitality (trade is now completely broken; I cannot trade with anyone, though the interaction persists,)plus some incompatibilities between Fuzzy's Work mod (doesn't seem to like "Negotiate?") that causes things to be really wonky, it's just been a relationship death spiral.

Despite chances to improve relations being approximately 2:1 (67 seems to be the most common improve chance, 34 seems to be the most common decrease chance) the net effect for my skill 13 Negotiator has been a downward trend to the point that my only two trade allies seem destined to become enemies. This is with a constant supply of Fine meals, lots of beautiful furnishings, guest bedrooms that are fairly well appointed. They usually leave with the "hospitality" bar pretty high, but it's almost always a loss of faction relationship, even when it seemed that most social interactions ended up being positive.

Am I the only one? Am I just unlucky, or am I doing something wrong?
#715
I pinged you on Reddit, but I don't know how often you're checking there.

My question is if Enhanced Tabs and the Beta Work Tab can work together; If I DL the Work Tab and have it override the Enhance Tabs, will I be able to get the Animal functionality, and the Beta Work Tab functionality?
#716
I use ninite.com whenever I build a computer, so I get whatever version is current then. I even occasionally re-run the installer to update the programs, but most of the time, I forget to do that. Either way, the purchase nag of WinRAR bugs me; It's a good program, but there are free programs that do the same or better.
#717
I second 7-zip as an alternative to WinRAR.
#718
Mods / Re: [Request] Simpler Surgery Mod
June 30, 2016, 05:08:58 PM
QuoteCrutches already exist, peg legs.

Not quite. A peg leg will not allow someone with a shattered pelvis to move, but a pair of crutches will, as would a wheel chair.

QuoteI don't know what exactly you want. EPOE let you craft pegs legs, pelvises and steel arms, etc without any research, and you don't need to craft super cybernetics.

I want a mod that lets you do that stuff and only that stuff. I don't want the functionality for the rest. I don't want the special materials, or additional work tables. Why does it matter? Cleaner interface, for starters, mod compatibility as well (the more a mod changes, the more likely there will be conflicts).
#719
Mods / [Request] Simpler Surgery Mod
June 28, 2016, 09:58:15 PM
I think that mods like EPOE are really cool, and they definitely seem to be super popular, but it just does considerably more than I want. I just want a mod that allows me to heal crippled colonists. I'm not trying to build my own prosthetics and super cybernetics; I just want to get my people up and moving and functional again.

Things that are vanilla-unhealable like shattered pelvises, and other things I've seen people mention are my main focus. Early options would include things like wheel chairs and crutches, but more serious injuries might require more advanced surgeries or more expensive prosthetics.

Anyone want to do that, I'll greatly appreciate it.