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Messages - cyberian

Releases / Re: [1.0] Hospitality (updated 28.10.2018)
October 30, 2018, 04:57:38 AM
Btw should traders also use the guest room or only normal visitors?

Normal visitors seem to work fine with me. But I often have trouble with traders like bulk trader camping outside my walls and then having some internal problems some guy dies and then they won't leave anymore for a long time. Might not be caused by Hospitality though in general it seems to work fine.
Quote from: Scavenger on October 28, 2018, 04:56:59 PM
For animals, I'm using animalcollabproj for variety, alpha animals, the chtulhu set with monsters and cults, and especially arachnophobia. The strong creatures in alpha animals helps keep arachnophobia in check as well as add interesting utility. They are.. Mostly balanced lol. Some areas still under work for alpha animals and arachnophobia has some issues but is still great.
Agree have Animal collab and Alpha animals and it really was great fun. Giddy up too the Pawns riding looks cute.
The Tetrapod things from alpha animals are insane they have like 200% armor sharp and blunt can almost only be killed by fire.

Do the Cthulhu mods have any issues I wanna try them next run? What issues does Arachnophobia have that you mentioned?
This mod is awesome and I have often enabled it but not produced much cloth because I was a bit overwhelmed. I like it mostly for appearance of random pawns and some nice accessories.

Is there an alternative to the Duster? I kind of realized that all my peoples look the same wearing dusters that kind of defeats the purpose of the mod. I got dresser mod so I guess I can make one set of cloth for being drafted with armor and dusters and then civilian clothes that look nicer. You do you do it? I guess for the hunters I still have to give them armor and such because they could meet all kinds of danger on the outside or attacked by hunted animal.
Quote from: dburgdorf on October 27, 2018, 02:16:25 PM
Quote from: cyberian on October 27, 2018, 01:41:56 PMHey dburgdorf somehow a few of my terraform options disappeared....

Nothing disappeared.  Look closer.

First item on yesterday's update notes:

"Restructured the 'Terraform' tab of the Architect menu to take advantage of vanilla's new 'designator drop-down' groupings."

Icons are now grouped on the tab, based on the terrain being produced, to make navigating the options easier.
WOW now I see it... good job

I should really read patch notes more closely
Quote from: dburgdorf on October 27, 2018, 02:15:25 AM
Fertile Fields has been updated:
Hey dburgdorf somehow a few of my terraform options disappeared:

do you have any idea why that is?
General Discussion / Re: Metabolism Buff?
October 26, 2018, 06:26:05 AM
Does it affect toxic rain or eating food/meat harvested during toxic rain?
Thanks for the link. Thats the total opposite of PeteComplete. He has no clue of anything and is slowly figuring it out thats really great entertainment.
Bugs / Re: Colonists party until they die
October 25, 2018, 10:44:38 PM
I got this bug too in 1.0

It could either be related to some Caravan I formed and cancelled before this happened or to my mods. I try to give more details when I am home again this evening.
Quote from: GamePro7803 on September 29, 2018, 07:10:58 AM
I know this is an old thread but did either of you find a solution? I got a glitched party after the new update aswel which is how I found myself here. The party was outdoors too. Nothing I did could stop it.

I eventualy tried to godmode build wall over the ground that was being used to party. After making a large square and deleting it. The party simply disappeared!

Would like hear if your games got fixed in update! 😊

THANKS for the hint

I just had this bug in 1.0
I actually solved it by deconstructing party spot and then building a wooden wall on the same tile

EDIT: somehow this bug is returning. Parties last forever and its extremely hard to get my colonists off them.
I now installed it and also the Animal Collab plus Alpha Animals
There is also a gear mod but I guess someone has to create a good looking war horse armor mod.
I guess I can use christmas holiday to rape my and try to make a mod that adds it.
Quote from: katjezz on October 25, 2018, 10:23:49 AM
Fertile fields makes naked starts impossible because fertilizer is required for planting pots and other stuff, but fertilizer takes YEARS ingame to be made.
I don't get it. You can immediately grow in a growing zone as normal. No requirements.
Can someone recommend a good mod I can use together with this and Medieval Times to create Knights on armored War Horses if there is a way to do that? I found some animal equipment mod but that was dubious and only 0.18.

Do I get it right that I could disable all other animals for riding except horses in this mod?
Can I somehow only allow riding for specific factions so Tribals and the medieval factions from  MT?
General Discussion / Re: Mechanoid Rant
October 25, 2018, 07:36:47 AM
If only there was a way to bring Grizzly Bears into Centipede melee range safely.

Anyone knows of a teleporter mod? :)
Or I need shield belts for them :)
Quote from: Canute on October 25, 2018, 06:40:24 AM
Just a hint, maybe you should ask at the steam discussion, since only StackXXL is availble at the forum.

But so far i know, none of them works with mod's that create new stockpile categories like dub's hygiene (waste).
Thanks, I guess I will ask the question in the steam threads of each mod.

Interesting how you guessed the Hygiene mod yes its that one and also the Fields&Terraforming Mod it creates lots of stuff but I kind of have it under control with small stocks and priorities/exclusions. Also dried meat from Medieval times don't always have the plantfood for Pemmican but I guess I just keep that stock low and freeze bodies.
Hello everyone,

I dislike giant bases with giant stockpiles so I use a stock mod. I have been using IncreasedStack in the past just because it was the most subscribed and simple. Now I realize it does not increase modded items stack sizes and I also would like some more control so I guess I should switch to one of the other two..

Is any of the other two mods able to affect new items from mods? Also what would you say are the main differences between OgreStack and StackXXL and which one are you using and why?

Can I remove IncreasedStack and add one of the other two and load my existing savegame? What happens to stacks? I don't care too much if I loose items I guess I won't do it during toxic rain.

Thanks for all feedback!