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Messages - Duftmand

#1
Quote from: Kadian on September 22, 2017, 05:42:18 AM
Quote from: Duftmand on September 21, 2017, 10:59:34 PM
Was the ability to get hay from cutting tall grass removed? or is there a specific research you need to do before it becomes possible? i recall i did it in my last playthrough. How do you get hay other than haygrass now?
Cutting grass to get hay is still a thing and should work fine.
Yeah, about that. I used Flambeau's mod that generates archipelagos and i figured it might be that, since i'm settled on one. But it isn't. i went to an arid biome and tried to cut grass (cut plants bill, not harvest, since it doesn't allow me to) and it yields nothing. And the harvester was a lvl 11 grower. I'm pretty confused and since the grass now is starting to disappear (Could be because the archipelago mod updated and now my settlement is somehow on an ocean tile.. and it tries to resemble ocean vegetation, meaning none at all.) and my animals are resorting to eating rotting flesh to stay alive.
#2
Was the ability to get hay from cutting tall grass removed? or is there a specific research you need to do before it becomes possible? i recall i did it in my last playthrough. How do you get hay other than haygrass now?
#3
Releases / Re: [A17][MODLIST] Glitter Tech
August 26, 2017, 09:42:38 PM
Quote from: Canute on August 25, 2017, 03:05:54 AM
Duftmand,
anything that belong to Hardcore-SK you should only post at HCSK thread or at the discord channel.
Even when alpha/beta are original from glitter tech, they adapt and modify the whole/most mods inside the modpack to work/fit into the modpack.
The original author isn't realy responsible for that.

My hint, try to reinstall hcsk completey, don't forget the modconfig, and look if that helps.
Oh, my bad. It's usually a 50/50 if you get a response in the hcsk thread, so i figured i'd ask here. But I'll remember that in the future, sorry about that. And thanks for being kind and giving me a hint anyway, I appreciate it!
#4
Releases / Re: [A17][MODLIST] Glitter Tech
August 24, 2017, 07:40:49 PM
I think I might have found a bug or an issue or something.. I'm no dev, and this problem may entirely be a product of my own stupidity, but I figured one of you guys might know.

I've been having some issues with outfits (anything from combat boots and suits to parkas and jackets) requiring the use of Alpha or beta poly in their recipe instead of textiles like leather or cloth. I'm using the hardcore SK mod pack, and i might be entirely mistaken, but isn't Alpha and Beta Poly this mod authors creation?

I could create parkas and jackets in the beginning just fine, but after having some issues with Steam (trying to reinstall it and accidentally deleting 600GB worth of games, and having steam not recognize the remaining ones after reinstall) it seems like the recipes have been messed up. Any help or just a finger pointing in the right direction would be greatly appreciated :)
#5
I might have found an issue.
While looking through the recipes for clothing and armor at the electric tailoring bench, i noticed something weird: A lot of the combat themed items, especially the USCM stuff, seem to need extremely rare metal alloys to craft. The problem is many of them can only take alpha poly or beta poly in their recipe, while a couple of other items, mainly the helmets, allows you to use everything from bronze to titanium, the way the other items probably should behave. Is there some kind of bug that does this? making standard issue jumpsuits and pants out of materials otherwise only used to contain black holes seems slightly overkill. Aren't you supposed to be able to use most metals for those clothing items instead of the strongest material in the game for a pair of boots, it doesn't really make sense. A thing worth noting is that the Alpha-beta poly material requirement for crafting them doesn't show up as a required ingredient in the little help interface when you search the item there..
#6
Outdated / Re: [A16] Rainbeau's Fertile Fields
July 31, 2017, 11:45:31 PM
Is this the mod where the fertilizer machine comes from? If so, how does it actually work? there's something with the hopper not wanting to connect to the machine itself and a lot of seemingly very complicated actions you can toggle in the bottom.. If it isn't your creation, might you know who made the mod?
#7
Anyone know why the fertiliser machine doesn't work? It's most likely me being a fool, but I have placed it down and the output direction isn't blocked. It has power, has a bill for making fertiliser, but I can't force a pawn to make some. The help menu said it needed a hopper, but it won't let me place it near the machine. What do?
#8
Quote from: velve on July 23, 2017, 12:47:38 PM
I found this happens when you still have the primitive bench built. Deconstructing it should get the locked symbol to disappear. Although even though its locked you can still research the tech if you have the 2nd tier bench up. Your colonists will still research.
I deconstructed the primitive one I think. Maybe I should build it again and then deconstruct it? That might solve it
#9
I'm playing with Hardcore SK, is this compatible? and if it isn't is there some way i can change the resources required to build the dropships so that they fit with what SK uses?
#10
It does yes. At least when included in the Hardcore SK mod pack. Try it out, it's a great mod, but i suggest you get some security on newly arrived injured guests via drop pod. They can get kinda.. Hungry.
#11
It seems that this mod is included in Hardcore SK. It's a great addition, but the drop pods with people who eventually turn into abominations do have an overwhelming frequency. I don't know how it works, but i assume when you get the little notification about the pawn having a horrified expression on his face, they turn. The few of them i have managed to save have either turned and torn my colony to shreds or been executed out of fear of them being an abomination. So far all I've gotten that didn't turn was someone's useless, luciferium addicted dad
#12
For some reason the game tells me that i don't fulfill the requirements to research advanced metalworking. The little lock symbol is still up in the corner of the project, but i have built a Hi-tech Research bench and it is currently researching. I have also researched all the required techs. It doesn't matter much, but it is kind of strange. Any fix to this?
#13
Quote from: Dudok22 on July 13, 2017, 04:25:50 AM
Check if you have "Allow Fresh" enabled in your stockpile - it's right at the top
I allowed fresh and it started hauling it. Thanks for the help!
#14
Hello again. Getting my sh*it kicked in alright. But by a bug. For some reason the colonists now refuse to haul items from the mod like prime meat and beef jerky to the freezer. The path is clear, the storage is empty, but it still gives me the "no empty, accessible spot configured to store it. Tried deleting all my stockpiles, but that didn't work either. It kinda sucks. Is there a way around this other than placing your butcher's table in the freezer itself? hauling stone blocks and medicine to their own stockpiles works just fine too
#15
I might not be the first to point this out, but couldn't help but notice the vomit sound effect from cryptosleep sickness sounds quite similar to a particular scene in Filthy Frank's "100 ACCURATE LIFE HACKS" at around 1:16 where he coughs ketchup up on his hotdog. Is this a coincidence or is that where the sound came from? Just started playing the mod, ready to get my Sh*t kicked in