How is recruitment supposed to work. I know it says you need to increase their trust, but I don't see an option to even make an attempt.
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#797
Outdated / Re: [A14] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
August 06, 2016, 12:35:11 PM
I found that if you place a container in a storage zone and then move or remove it, the zone is automatically gone.
#798
General Discussion / Re: Surviving moderately cold boreal forest?
August 06, 2016, 12:32:17 PM
I've never found rushing a freezer to be difficult. It's probably a bit too easy. I've also tried the extended storage mod in my last game. There appear to be some bugs in it currently, but the idea is very nice.
At least with a greenhouse if you find yourself short on power, your stuff won't immediately die.
EDIT:
Ok, tried this again and this time the planting went a lot better and the stuff seems to grow nicely. Maybe the RNG placed me late in the growing season the first time
At least with a greenhouse if you find yourself short on power, your stuff won't immediately die.
EDIT:
Ok, tried this again and this time the planting went a lot better and the stuff seems to grow nicely. Maybe the RNG placed me late in the growing season the first time
#799
General Discussion / Re: Cloth from cotton
August 06, 2016, 11:44:55 AM
In that mod you can create a bill on the tailoring table to make cloth from cotton. Set it to forever maybe and will make cloth as long as there is material.
#800
General Discussion / Re: Cloth from cotton
August 06, 2016, 11:22:00 AMQuoteAccording to what I've found online (reddit) it says that harvesting the cotton turns it into cloth...but mine still shows as raw cotton fiberDo you have a mod installed?
Here is for example one that drops cotton balls that need to be turned into cloth first:
https://ludeon.com/forums/index.php?topic=14177.0
There are probably others like this. But vanilla behavior is for plants to drop cloth
#801
Outdated / Re: [A14] Miniaturisation Overloaded
August 06, 2016, 10:41:25 AM
T_ExpandedCrops is missing its .xml ending
#802
General Discussion / Surviving moderately cold boreal forest?
August 06, 2016, 10:08:41 AM
I've played temperate forest (duh) and normal desert so far. The latter wasn't too challenging. There is still plenty of farm land around depending on the map. And the growing season is year round. The lack of trees can be worked around relatively easily. I never had an issue with food in those two.
So for a bit more challenge I started a boreal forest map with an average winter temperate of -11°C and a summer temperature of 14°C. Growing season is 11th spring to 1st fall, which seems to be one of the longest in that biome.
It didn't seem too extreme, but I barely managed to get any farming done in the time. One harvest of strawberries and potatoes. Didn't help though that visitors grazed their animals there.
I hunted of course, but it was just barely enough to cover my current needs. The walking distance on the huge map didn't help. And having rock run most of the way down the middle of the map made for a nice defense, but also made the right half of the map very inaccessible. Even so I doubt hunting the muffalo herd there would have covered the whole winter.
I collected berries, but that only covered current needs.
Growing healroot outside seems to be impossible too given how long it takes. So medicine will be an issue.
I tried hydroponics, but that didn't work out because of power issues.
So how is one supposed to go about this? Farm a larger area to build up a stockpile? How much do I need for 5 people?
How about a greenhouse without hydroponics? Just wall off a fertile piece of land and put in a heater. Maybe some normal lamps instead of a sunlamp.
Maybe give the nutrient dispenser a try? Seems a bit extreme for that kind of climate. In reality people can subsist just fine of hunting. A deer or elk gives a huge amount of meat and wouldn't be gone in just a few days.
So for a bit more challenge I started a boreal forest map with an average winter temperate of -11°C and a summer temperature of 14°C. Growing season is 11th spring to 1st fall, which seems to be one of the longest in that biome.
It didn't seem too extreme, but I barely managed to get any farming done in the time. One harvest of strawberries and potatoes. Didn't help though that visitors grazed their animals there.
I hunted of course, but it was just barely enough to cover my current needs. The walking distance on the huge map didn't help. And having rock run most of the way down the middle of the map made for a nice defense, but also made the right half of the map very inaccessible. Even so I doubt hunting the muffalo herd there would have covered the whole winter.
I collected berries, but that only covered current needs.
Growing healroot outside seems to be impossible too given how long it takes. So medicine will be an issue.
I tried hydroponics, but that didn't work out because of power issues.
So how is one supposed to go about this? Farm a larger area to build up a stockpile? How much do I need for 5 people?
How about a greenhouse without hydroponics? Just wall off a fertile piece of land and put in a heater. Maybe some normal lamps instead of a sunlamp.
Maybe give the nutrient dispenser a try? Seems a bit extreme for that kind of climate. In reality people can subsist just fine of hunting. A deer or elk gives a huge amount of meat and wouldn't be gone in just a few days.
#803
Ideas / Re: Two suggestions for doing work
August 06, 2016, 09:15:47 AM
No. He was probably pissed off, hungry and maybe cold. This was probably more of the usual "pawns will prioritize their own needs even when doing that last job won't hurt them"
#804
Ideas / Re: Two suggestions for doing work
August 06, 2016, 08:40:46 AM
I just had the stupid situation where a hunter walked over almost the entire map to kill an animal and then didn't take it home
It would also be nice to tell people to prioritize a whole area instead of one tile. Like saying "clean all the blood in this room NOW"
It would also be nice to tell people to prioritize a whole area instead of one tile. Like saying "clean all the blood in this room NOW"
#805
Ideas / Re: How to bring the colonies out into the open again?
August 06, 2016, 08:38:01 AMQuote from: winddbourne on August 01, 2016, 01:44:46 AMThe hospitality mod does some of that. You can build guest rooms with special guest beds and some joy items. If they liked their stay you will get a relationship bonus and they will drop some stuff (usually food). They can also buy stuff you leave in the guest room.
Mood benefits and friendship building for allowing visitors peacefully into my base and letting them hang around with my people in a "village" perhaps even becoming friendly with the surrounding factions over time and even getting treaties with them.
#806
General Discussion / Re: This is getting ridiculous, game is not a challenge .. and then ..
August 05, 2016, 01:38:12 PMQuote from: Canute on August 05, 2016, 09:14:41 AMIs a roof enough or does the area literally have to be indoors?
But when all of your workbenches are outside, you should build a roof about these areas to get protected from the fallout.
#807
General Discussion / How long does sedation last?
August 04, 2016, 08:19:50 PM
I sedated a wounded character and now I'm wondering when he will wake up. It doesn't say anywhere and there is no option to manually bring him out of it.
EDIT:
Ok, never mind sort of. He finally woke up. I didn't time it, but it was quite some days.
EDIT:
Ok, never mind sort of. He finally woke up. I didn't time it, but it was quite some days.
#808
Outdated / Re: [A14] Fireplace Mod V1.10 (Updated 8/04/16)
August 04, 2016, 06:09:19 PM
By the way, does this need to be fueled with wood?
#809
Outdated / Re: [A14] More Furniture v1.21 (Updated 8/4/2016)
August 04, 2016, 06:07:48 PM
Nice. I especially like the lamp bed tables
#810
General Discussion / Re: Butchering humans[Might be a bug. I think]
August 04, 2016, 05:08:22 PMQuote from: Kagemusha12 on August 04, 2016, 04:50:03 PMYou clearly need a better cook
Well, it might also make the other colonists suspicious, to find human finger-/toe-nails and human teeth in their food