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Messages - Serenity

Pages: 1 2 [3] 4 5 ... 55
31
General Discussion / Re: Caribou Revenge is still ridiculous
« on: October 14, 2018, 06:17:45 AM »
Currently playing on boreal forest. Didn't have an issue with hunting and killing entire herds before winter.

32
Releases / Re: [B19] Psychology (2018-9-27)
« on: October 10, 2018, 02:14:24 PM »
How are elections supposed to work? I thought you'd always get them after a year, but I haven't see any so far

33
Ideas / Re: Cocoa Trees Should Not Die From Cold
« on: October 09, 2018, 08:46:03 AM »
I'd like for them to behave like the orchards in Banished. After planting they take a while to grow during which they don't produce fruit. But then they regularly grow fruit. Harvesting does not destroy the tree. But the only way to get rid of blight is to cut it down.

That would also be useful for mods that introduce fruit trees

34
General Discussion / Re: Beta 19 - Polish the Cannons released!
« on: October 07, 2018, 01:32:50 PM »
Click on the floor icons. You should be able to select the materials

35
Bugs / Re: Prey kill predators too often
« on: October 06, 2018, 12:03:43 PM »
Even if predators aren't killed off right away they often sustain fatal founds and bleed out. It pays off to look over the map now and then for fresh corpses

36
General Discussion / Re: Version 1.0 is content-complete
« on: October 04, 2018, 06:19:48 PM »
So if I don't update on Workshop, 97% of people need to manually dig through Steam's (terrible) workshop interface to find a new version of their favorite mods
New versions are super simple to find as long as the mod has the version number in the name. Go to old version. Click on mod author name. Find new version. Some authors also have a link to the new version on the old page.

If I truly like a mod and think I need it for my enjoyment (and there are quite a few of those) I will remember the name and can find it through the searchbox too.
It didn't take me long to update most of my mods when I switched from B18 to B19. I can see some other arguments against maintaining two versions (such as people asking to fix bugs in old versions), but that one doesn't really work for me

Overall, I really, really like Steam for auto-updating mods, but a new version of the game is an instance where I understand that some manual intervention may be needed. As long as it's not too often

37
General Discussion / Re: So many questions, so many game
« on: October 03, 2018, 09:49:12 AM »
When can I be able to lay stone/brick walls? The only structure I can buy right now is made out of wood, and I can only place sandstone bricks for now. I noticed you can build stone or marble walls, what technology is required?
You no longer need to research stone cutting unlike in old versions. Just build a stone cutters table and you can turn chunks into blocks there. Either set up Do X times bill and order some bricks now and then, or use Do Until X with a hysteresis to always have some in stock

38
Bugs / Re: Animal Training Not Occurring
« on: October 03, 2018, 09:27:46 AM »
I had one game recently where they didn't perform maintenance training by themselves, so all my animals returned to being wild. But I chalked that up to mods, did some tests and haven't seen it since

39
Releases / Re: [B19] [KV] RimFridge [ModSync RW]
« on: October 01, 2018, 08:33:32 AM »
As a workaround maybe get Rimworld Search Agency. That includes the hauling hysteresis function. So you can set your fridge to be restocked at low levels. As long someone is set to hauling at a reasonably high priority it should get filled soon.

40
General Discussion / Re: the ludeon policy makes the game unplayable
« on: September 30, 2018, 02:42:50 PM »
How is this different from every other game?

41
Ideas / Re: Mod Profiles
« on: September 29, 2018, 05:16:53 PM »
There is a mod for that:
https://steamcommunity.com/sharedfiles/filedetails/?id=1139051045

Would be very nice in vanilla though

42
General Discussion / Re: Hunting and gathering materials from other hexes?
« on: September 29, 2018, 10:36:04 AM »
You can make several colonies. There is an option for the number in the settings.
Just hit the "settle" button. However, unless you abandon the colony and make it permanently inaccessible you still get events for that colony even if nobody is there


You might want this mod to set up temporary camps:
https://steamcommunity.com/sharedfiles/filedetails/?id=1470065926
This helps too:
https://steamcommunity.com/sharedfiles/filedetails/?id=1523058989

43
Ideas / Re: Ability to Remove Prisoners Eyes
« on: September 27, 2018, 07:38:12 AM »
Mhh, might have been EPOE

44
General Discussion / Re: "Storytelling"
« on: September 26, 2018, 09:49:16 AM »
You're not even playing for story here. You're min/max-ing and then trying to contrive a story to justify it

45
Ideas / Re: Ability to Remove Prisoners Eyes
« on: September 25, 2018, 12:44:24 PM »
I used to be able to do that I think. I remember eyeballs being very profitable

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