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Topics - Ruisuki

#21
Mod bugs / Forced Clothing Status Disappears On Load
April 05, 2017, 01:52:41 AM
Currently running two colonies, in my second colony all of my colonists have their clothing lose their 'forced' status when i load up the save. Anyone have an idea why this might be? It just started today, havent added any mods in 2 days and it was fine beforehand. My first colony is unaffected. I hate colonists automatically changing they are supposed to be my slaves.
#22
Mods / [Mod Request] Portable Storage
April 01, 2017, 12:37:50 PM
This is aside from my backpack suggestion to nandoalts camping stuff mod. I just want a box/barrel of sorts to store harvested crops in that I can use to quickly haul the yields back and forth. At this rate in my current rich fertile map I cant even harvest everything i am growing and have to resort to making multiple roof zones in between there and my storage just so they dont spoil or are destroyed by nature.
#23
General Discussion / Pack animals not showing?
March 27, 2017, 02:01:10 AM
https://ibb.co/mD5CYv

So i notice sometimes my pack animals are lumped in together despite having different names(numbers). For instance there are 3 muffalo named muffalo 9 despite the fact that only one actually exists. Theres no muffalo 10 and 16 showing in the caravan screen above despite those being the muffs I want to take with me. Idk why they are lumped in with other muffalos whose numbers dont correspond with their own, but it makes differentiating between them impossible, so travelling a nightmare. Unless im missing something simple, a button to actually show every single muffalo instead of them being overwritten as is?
How do i separate them to know which animals im actually taking with me?
#24
Just wondering if this is something y'all would like to see in RW? I think its really cool having a colonist with a sister whos a faction leader of another colony but as it stands now they might as well be strangers. Would be cool to see some sort of interactions made available through this. More events is what im thinking. And maybe some dialogue choices that spring up in a similar way to when a wanderer is being chased by a raider and asks to join you, more of events that give you choice along that end. Maybe even during caravan rides to make it slightly oregon trailish.

Im hoping this is something Tynan focuses on in the future anyway
#25
Mods / More outdoor objects?
March 25, 2017, 01:05:01 AM
Anyone know of a mod that holds more outdoor activities? Maybe sports or something else to replace horseshoe pin. I am assuming it would have to be entirely joy related items. Unless you guys can think of items that you can interact with that would fit into this. This automatically disqualifies the entire production tab as it comes with an outdoor penalty.

I have a lot of open space outdoors, but inside the perimeter of my base that I dont know what to do with. Ive thought of making a park, but the only thing I can think of to add would be a bench. And that would only help if it became art so people could gain joy from it.
#26
Mods / Are wall mounted tvs a thing?
March 20, 2017, 12:04:51 AM
I doubt its a thing for vanilla but maybe there is a mod for that? Anyone aware of such a thing?
#27
Mods / [Mod Request] Farm Tools
March 19, 2017, 06:00:24 AM
Just simple tools to make farming a bit quicker/slightly more productive. Milker, egg incubator, brush, clippers. As it stands now animal husbandry isn't as useful as farming is, specially since seeds come at no cost(seeds please incoming) so I'd like to see this section of the game developed a little more. In fact those suggestions would probably be a better focus than a hoe or water can being added.
#28
Mods / Faction Mods
March 16, 2017, 06:03:35 AM
Got any y'all can recommend for me? Im only interested in humanoid, realistic factions not high fantasy or supernatural for my current playthrough. Looking something that'll at best add a challenge and more interaction. I want to make my dull little 2 tribes, 1 outworld faction world feel more alive, not straight murder me lol.
#29
base: https://ibb.co/dUC2fa
So Im burnt out of creative juices atm. Kinda overwhelmed tbh and love my main base so much except for all the damn snow 3/4 months of the year. But yeah...here's a new base, which looks much more promising in terms of resources but Im unsure of how I wanna go about making best use the terrain. So much rich soil, mining, vents available.
Im building where the 2 geothermal vents are on the bottom right, theres one on the left I could build towards as well. Besides that, from the uppermost geothermal, past the mountain and 40 tiles north there is another vent. 1 Tile north of where the muffalo yakov is, is the furthest I can build south because thats the map edge, and to the east of there I cant take the whole mountain for the same reason. What do you suggest I build first, where should I make a kitchen, bedrooms etc.

Everything I have so far is temporary as far as Im concerned until I transferred resources from my other base. Everything except the beautiful power sources I plomped down of course.
#30
Mods / [Mod Request] Weapon & Armor Lockers
March 10, 2017, 03:19:34 AM
I know theres already equipment racks but they really only add a benefit if placed outside. Im trying to make an armory room by the door to my fortress where the guards can quickly change into uniforms in a similar way to that of the clutter mod made by mrofa

It would be nice to have similar personalized furniture for weapons. Even better if there are variations of weapon racks, wardrobes and so on
#31
When you have 3 colonies or more the icons get much, much smaller. So much that I can barely see the aging and hair improvements aesthetic mods like Facial Stuff add. Seeing as how A) the way I move between bases is clicking the portraits at the top and that once you get growing it can be a bit confusing as to differentiating between colonies...I would suggest instead of all of your colonists showing at the top of the bar at once, showing only the ones that are in your current colony. And to the right of those icons adding an icon thats meant to represent the current colony you are in(Colony 1). By clicking the colony icon you'd be able to cycle between colonies(colony 2, 3 etc) and thus different colonists would appear as you cycle between active colonies.
#32
Mods / [Mod Request] 2 Tile Wide Doors
March 07, 2017, 03:03:41 AM
I haven't been able to find any such mod but I've been wanting to make a bigger fallout-vaultlike door to fit in 2 tile wide hallways so it doesn't look so odd on only one side and mess with my ocd. Unless anyone is aware of one already existing?