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Messages - bigheadzach

#46
As much as it might be disappointing that your mod does a fraction of what it used to, the fact that these ideas are now in vanilla speaks to your UI ingenuity.

Thanks, Falconne!
#47
Wondering if this mod's just a version rename away from being 1.0 compliant...
#48
Tres cool, Rainbeau!

And yes, I hope that Linq might feel inspired to find an integration path between this mod and his.
#49
Bugs / Re: [1.0] V1 broke the hunting mechanic!
October 19, 2018, 04:30:23 PM
Have you checked the following things:
1) Your pets are allowed in an area where prey can be found
2) Your pets Food restrictions (Assign Tab) includes things that they actually choose to eat?
#50
Releases / Re: [A19] SimpleSidearms (1.3.0)
October 19, 2018, 04:15:27 PM
Gonna go ahead and try the B19 version in 1.0, but would definitely appreciate this one getting the official tip of the hat.
#51
General Discussion / Re: Uninstall Rimworld = ban?!
October 19, 2018, 01:29:28 PM
You know that Steam supercedes this, right? What it's saying is that if you bought Rimworld using their normal website distribution and you somehow delete it, that they aren't obligated to give you a new copy.

But being in Steam, Ludeon gives them the rights to provide the game to you, so as long as Steam and Ludeon's agreement holds, you have access to it.

It's a pretty standard CYA maneuver that exists because someone thought they were clever.
#52
So I asked this in Reddit and no one's replied yet, but is there a place to explain how the stats of a material get applied to the stats of an apparel piece?
#53
Quote from: Ruisuki on October 16, 2018, 06:49:56 PM
The 'Disallow constructing items that have a quality level' sounds like it makes quality builder mod obsolete.

Not really - some constructions don't have a quality and Construction skill only affects their work speed and chance to botch. Quality Builder just sets minimum quality that a blueprint will allow to be finished at (or be auto-marked for deconstruct and re-attempted). In theory, if you had low-level constructors that you wanted to be able to do simple things like walls and floors but not work on quality'ed items like chairs and other furniture, you could set that flag on them.
#54
Releases / Re: [B19] Power Logic - (v1.7) (23.09.2018)
October 12, 2018, 03:17:43 PM
This is looking like it could replace both Fuse *and* Power Switch mods for me, plus a bunch of other cool doodads. They're locked behind a reasonable research shrub, right?
#55
Releases / Re: [B19] Rainbeau's Mods
October 11, 2018, 11:08:57 AM
I appreciate that burning corpses to compost is an option, because not every colony has a sociopathic butcher :D
#56
Releases / Re: [B19] Rainbeau's Mods
October 11, 2018, 10:05:07 AM
Quote from: dburgdorf on October 10, 2018, 06:50:53 PM- The chance of plowed soil degrading to rich soil when crops are harvested is now a configuration option (default 100%).

- An additional configuration option determines the chance of rich soil degrading to normal soil when crops are harvested (default 50%).

- When a soil tile degrades due to crop harvesting, it will by default be flagged automatically for replowing/refertilizing before new any new crops are planted. However, this behavior is also configurable, and can be turned off (for example, if you're low on fertilizer and don't want farms tiles sitting idle).

I recognize this kicks up the difficulty of agriculture by requiring a fertilizer-production loop to be instituted to maintain rich soil, but given how much of a growth speed boost it gives, I welcome this additional realism.

So these don't stack, correct? If I harvest from plowed soil there is no chance for it to go straight to normal soil? I get one harvest at Plowed speed, and then another one at Rich speed (and then it's a coin flip whether it stays Rich)?

Seems to me that if plowing doesn't require expense of anything but time/labor, then once you get the ability to Plow, all you have to do is keep turning the soil over between harvests and you'll never have a chance to drop to normal soil.
#57
Give them a clean motel room that is bigger than an outhouse and make sure the guy assigned to chat them up doesn't spit when he talks, and 100s are achievable. If you trade with them before they leave, they are likely to give you back some of the things you sold to them!
#58
Just to cover bases, is the rock located within your pawns' current allowed area?
#59
Releases / Re: [B19] Rainbeau's Mods
October 09, 2018, 08:11:28 AM
Can you provide a little info on how Concrete's embrasures work? I'm running ED-Embrasures right now but haven't made any (so I can easily switch), and I'm curious to know what differences there might be.
#60
Releases / Re: [B19] Rainbeau's Mods
October 07, 2018, 08:17:35 PM
Will switching from Kiame's version to this one be problematic to a game in progress?