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Messages - onerous1

#31
Releases / Re: [A17] Psychology (2017-7-2)
July 02, 2017, 05:31:54 PM
I just want to say that I enjoy your Mod Feature Updates. They are very clever as if my colonists are listening to the radio.
#32
Releases / Re: [A17] Save Storage Settings
June 29, 2017, 02:00:27 AM
Quote from: SpaceDorf on June 28, 2017, 03:35:06 AM
Our hero, our hero has claimed a warriors heart,

I'm pretty sure the heart of a true warrior was sacrificed during the making of this mod.
#33
Outdated / Re: [A17] Vegetable Garden [6/25/17]
June 28, 2017, 11:53:15 AM
Any idea how to make the wild healroot in the game look like the artwork in Vegetable Garden?
#34
Releases / Re: [A17] SeedsPlease!
June 22, 2017, 09:30:23 AM
I've just tested it and Dark_Inquisitor is right. I only chop down trees when they are 95% or higher. You do get more seeds if you use the tool in the Orders tab instead of clicking the tree first and clicking the chop tree button afterward. I've chopped many mature trees using the latter method and never received seeds. When I switched to using the Ordered tab button then I receive seeds regardless of the maturity of the tree. However, I haven't tested this with just Seeds Please so I don't know if it's a mod conflict.
#35
Releases / Re: [A17] SeedsPlease!
June 22, 2017, 08:06:07 AM
Quote from: Dark_Inquisitor on June 21, 2017, 05:15:29 PM
Hey, I've just found weird bug/glitch - when you designate a tree to be cut from the menu (architect > orders > chop wood > tree) a seed drops. BUT, when you first select a tree and then designate it to be cut (tree > chop wood), it does not happen :S

Is that why I haven't been getting any tree seeds? Out of all the pines I've cut down I've only gotten one seed for my efforts. Must test this further.
#36
Quote from: Antaios on June 14, 2017, 10:30:29 PM
The unending combat music, random friendlies arriving, and no option to name your colony bugs all seem to trace back to there being an unopened ancient shrine with hostile mechanoids in it. Try checking for any nasties in your shrines.

Are you serious? That ancient shrine is deep in the mountain at the edge of the map. Thanks for the info. That's annoying. Now I have to figure out which mod spawned the shrine deep in the mountain. Apparently, ancient dangers can spawn deep in the mountain. C'est le Rimworld.
#37
Has anyone had the problem with combat not ending when using the finishing off tool? I constantly hear combat music and friendlies have shown up multiple times long after any danger has been eliminated. I do have a long mod list and just want to double check. I also suspect the wolf pack mod...
#38
Outdated / Re: [A17] SeveralPuffins mods for A17
June 14, 2017, 12:18:24 AM
So I played around with Rim Disorders for about two in-game seasons and it's really tough. I did a lone tribal start with two dogs and two weapons on a boreal mountainous map. After the first or second raid, my pawn developed OCD and would have mental breaks every day. I have one other colonist with poor doctoring skill and a prisoner who also developed OCD. My pawn can treat the prisoner for her OCD but cannot self-treat to manage her symptoms which is unfortunate. After two escape pods who wandered off after being rescue and an escapee pyromaniac (no thank you), I have to uninstall the mod. I may give it a shot once I have a decent colony started but currently, I can't have one colonist out of commission when the other colonist can do nothing but haul (yay!), cut plants, and train animals. I feel that the disorders manifest too quickly. After all, it was only after getting hurt in the first or second raid of the first year. Perhaps it's realistic but it's making my game unplayable.
#39
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 13, 2017, 03:03:47 PM
Quote from: onerous1 on June 13, 2017, 03:23:58 AM
Why not just make concrete cement out of (pulverized) limestone chunks and heat (in a furnace)?

I meant cement... not concrete when I wrote this statement. Just worked the night shift and couldn't sleep. Anyway, my point is that the steel element could be replaced with cement using crushed limestone or marble and heated in the furnace. I know you were concerned about the limiting nature of materials, but sand is also a limited resource (deserts, beaches, etc.) unless Fertile Fields allows you to dig up sand in (almost) any biome. I argue that it would be an opportunity to send out a caravan.
#40
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 13, 2017, 03:23:58 AM
Why not just make concrete out of (pulverized) limestone chunks and heat (in a furnace)?
#41
Releases / Re: [A16-A17]DESurgeries - 23/05/17
June 06, 2017, 10:38:31 AM
You were right. I had an older version. Hard to keep track sometimes. Thanks for the update.
#42
Outdated / Re: [A17] Organized Research Tab v1.0.3
June 06, 2017, 08:47:14 AM
I believe the formatting in your patches decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
#43
Releases / Re: [A16-A17]DESurgeries - 23/05/17
June 06, 2017, 08:44:53 AM
I believe the formatting in your patches decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
#44
I believe the formatting in your patches decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
#45
Thanks for updating the german shepherd mods. Though you probably want to change the thread title to indicate that there are A17 updates. I didn't realize there were updates until I did a forum search.