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Messages - tyriaelsoban

#31
You can use the dev tools on the health tab to see if a character is pregnant, if you want to be 100% certain.
#32
Bugs / Re: Crazy centipedes?
August 20, 2017, 03:09:43 PM
It is not a vanilla game, thats why i asked in general instead of posting a bug report xD
As far as im aware, the only changes i've made with mods to mechanoids is to their weapons loadout - which i believe gives scythers a shotgun-style weapon and the centipedes get some kind of gamma ray blaster, but there was a point where all three of the ones that spawned were targeting the wreck, its just only that one got close enough - i am no programming genius, but surely a weapon wouldnt cause that kind of behavior anomaly?

Edit: explored that thread you linked, his modlist is a little smaller ... if i gave you my world file, it wouldnt work without removing a fair 'oul whack of the content on the map, like ... all the tiberium :D
Edit, Edit; im noticing a common theme here; in the other two threads the players have reported hitting the centipede with a mortar shell, directly, differing shell types have been used, about the only thing i can try to push it away from mods, is to see if i can score a direct hit with a GDI Mobile Mortar from Tiberium Rim, since the weapon behaves the same way.
#33
Bugs / Crazy centipedes?
August 20, 2017, 02:16:56 PM
Is it normal for centipedes to go bonkers after being smacked square in the face, with an HE mortar shell and turn on the very object that spawned them? this is the first time ive ever seen it happen, they have a clear line into my base through a few chokepoints and other stuff...

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#34
Did you reroute the breaks for babies, or is that pending?
I pushed a baby on purpose to see weather it would "tantrum" or not, it started headbutting a grown man again... ::)

Quote from: PixelBitZombie on August 18, 2017, 03:24:50 AM
Just imagine them as smart little humans who only care about cleaning.
its three seasons, he cant even clean :P
Though, ill note that he was able, despite the lack of skills to go to the lab and start research on tiberium power ... i was quite surprised to find a 2 season old baby sitting infront of a tiberium research console.
#35
Baby pours itself a bath and ... well, you cant really see it, despite the general lack of manipulation skills and well the fact that it also cant dispense itself a paste meal, but it can run a bath  ;D
It works and its funny to watch mods interact with eachother.

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#36
So 'oul rodoballo went into labor, had the baby and gained the "lactating" hediff, does this do anything right now? seeing as how people are just stuffing nutrient paste in the babys face at the moment ...
#37
Now im no jerk when it comes to taking care of anyone who happens to drop while on my maps, assuming i can get to them before they get eaten by a cougar or a wolf etc etc
But of late, its been harder to get them to the edge of even a vanilla map before they go berserk, as soon as they can walk they will leave your care regardless of any injury or hediff like malnutrition - dunno about you, but it seems incredibly unlikely that anyone would leave without eating where food was available?
The screenshot is taken in tiberium rim, but i have people leaving with 30% function in their movement score in vanilla games.

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#38
So; this just happened ...
Apparently they became lovers during the time in my prison cell, so i gave them a double bed as part of an experiment tabbed dev up for a sec, just to see for a laugh and yeah ... the prisoner is the first person preggo in my colony  ;D

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#39
Stories / Re: [A16] Bunker Colony Showcase
August 11, 2017, 04:11:48 AM
Thats ... alot of chinchillas ...
#40
Stories / Re: Your favourite colonists
August 10, 2017, 07:41:24 AM
Engie, without a doubt, Engie, almost always spawns with good traits and usually is proficient in medicine and shooting, best i ever had on a random was sanguine, jogger and careful shooter - was the backbone of my marksman team playing with the reworked shooting skill mod.
#41
Quote from: Benville on August 03, 2017, 05:22:39 PM
Quote from: bolbies on June 25, 2017, 09:44:17 AM
When I try loading the Reclaim Fabrics mod, I get this as well as about a dozen other errors like "Could not resolve cross-reference to Verse.SpecialThingFilterDef named SpecialThingFilterWorker_ReclaimAdvancedArmor". It does the same thing with ReclaimArmor and ReclaimEnergyShields.

XML error: <recipeWorker>ReclaimFabric.RecipeWorker_ReclaimClothing</recipeWorker> doesn't correspond to any field in type RecipeDef.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Getting this despite downloading 1.9?

im also getting that wall of text and a bunch of others when loading the githubbed version of reclaim fabrics, is it having issue with other armors from mods, like say, tiberium rim and the patchwork leather from the tribal modpack?
Edit; I should note that its reclaiming non-modded items, but its not dropping anything from a 50% normal tuque made of cloth with a lvl7 tailor.
#42
General Discussion / Re: Saving before hunting
August 06, 2017, 01:41:34 PM
Quote from: Boston on August 06, 2017, 01:30:35 PM
Quote from: tyriaelsoban on August 06, 2017, 01:21:05 PM
Quote from: Nainara on July 29, 2017, 11:50:55 AM
It's perfectly reasonable for colonists to be hunted by the savage native wildlife of a faraway planet. Baseline humans probably aren't the top of the food chain on every world.

Actually, we arnt even top of the chain on our own homeworld ...

This is entirely incorrect, to the point where I think you are trolling.

Name a predator species that regularly preys on human beings. I will wait.

Humans have been on top of the food chain since we discovered fire.

So ill guess you dont consider the North American Brown Bear a predator?
It seriously happens enough times in British Colombia, and up in the northern areas of Alberta.
#43
General Discussion / Re: Saving before hunting
August 06, 2017, 01:21:05 PM
Quote from: Nainara on July 29, 2017, 11:50:55 AM
It's perfectly reasonable for colonists to be hunted by the savage native wildlife of a faraway planet. Baseline humans probably aren't the top of the food chain on every world.

Actually, we arnt even top of the chain on our own homeworld ...
#44
General Discussion / Re: ingame marriage..
August 06, 2017, 01:19:43 PM
there is currently a bug thats causing a few events to not fire off, one of these is marriages, also, as ive noticed from the bottom of your screen - your village is called "new arrivals" which is another one of the bugs, we have to wait for A18 for a fix for those issues ... or there was some talk that i heard of around saving and loading the game 4 days a 6 hours in or something of that sort... :o
#45
Play intense with tiberium rim + factions installed, you'll lose every time ! ::)