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Messages - yannisk

#1
Infestation will need tweaking. I like playing in mountainous regions (though never build inside mountains) and I strive to keep the 30 tile rule. With so many caves around, this is now impossible.

Maybe add as a prerequisite to be "inside".
#2
For those of us who don't like building our base inside mountains, it can become frustrating having to deal with insects just because we mine resources for minerals or stone. Yes, you can cover the area with walls but that looks ugly and unnatural.

Can we do sth about this? So that we don't get penalised.

I cannot think of a way that someone could exploit this, unless they have no doors whatsoever in their base.

#3
Bugs / (Α17b) Cannot make tuque using leather
July 20, 2017, 05:47:13 AM
Never noticed this before, probably because I only use cloth/wool, but I started a new game and because it was really cold I had to make some right away using leather (the only available textile I had) and ... voila ... no option there. I checked all other items that can be tailored and no problem with leather.

No mods, no nothing. Though I am playing in a map with the ancient shrines bug
#4
It appears to be connected with the combat music, playing for no reason. If you start a new game, and combat music plays, you definitely have hidden shrines and the colony naming event will not trigger.
#5
Well, as I said in my second post, I am (was) playing with a A17a save (I liked the starting location and the stats of the three colonists, so I kept it), but loaded in A17b.

Don't ask for the A17a file. I loaded it, saved it as A17b, exited the game, then loaded it again to see if the event will fire, but with no luck.
#6
Nope. No Mods. I am also getting friendlies coming to help me for no reason (I'm not being raided).

BTW, I am playing with a save file from A17a.



[attachment deleted by admin due to age]
#7
Nope. It usually comes with first visitors (immediately after they leave). Playing on Phoebe Rough. The problem appeared with the new release (A17b)
#8
I just realised this after three seasons in-game time. Started a new game, but still didn't come up
#9
You already have a fueled generator which, judging by the screenshot, only provides power to the cooker. You should have build a cooler for the room that looks like is going to be your food storage room, and move your beds in there for the 2-3 days the heat wave will last.

As others have noted, you don't seem to have done alot during these first 6-7 days. No beds? Hauling chunks for stone cutting (let your stone-cutter do it, there should be alot near you when you start, you can worry about that much later)? Limited farming (I don't know the growing periods in the spot you've selected, but it doesn't seem enough)?

I also don't like wasting resources in the beginning, so I build a fueled generator to fuel two coolers (I build a huge freezer), a cooker and Hi-Tech Research Bench (400+350+250 = 1000 power) and use wood for warmth/light until I can build my first Geo.

BTW, as the night sets in at least one of them will become, again, capable of walking to rescue the others.
#10
Quote from: Hans Lemurson on May 25, 2017, 04:12:52 AM
Any seed that contains the character 'q' is going to have mineral deposits that are exactly prime numbers in size.

Really? That sounds interesting. I'll give it a try.
#11
I had that yesterday. Slaver came in with no slaves. I paid no attention, just found it weird (maybe all slaves got killed on the way, I thought). But seeing this post, it's too much of a coincidence.
#12
Bugs / Re: No new wanderer after a new game
May 12, 2017, 04:37:28 AM
In my game, he arrived after the first raid.
#13
1. Those mountains over rivers/hills look weird. It should create a small valley when rivers cut through mountains. But the roads look nice. Like tunnels (though I doubt that was intended).

2. A "wimp" should not be able to also have the "brawler" trait (and vice versa) for obvious reasons.