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 1 
 on: Today at 07:49:42 PM 
Started by Notsliver - Last post by Notsliver
I'm not sure why this is happening but when I save my game if I come back like 12hrs later all the saves I had are gone including Manual It's really annoying I don't like restarting every day I don't play with mods. There is no error message or anything they just disappear everytime I load up the game after a while the load feature isn't there its only new game.

 2 
 on: Today at 07:11:59 PM 
Started by Kenneth - Last post by Kenneth
We've recieved some reports regarding very long loading times (30+ minutes) for (heavily) modded games and we're currently investigating these reports, but we're lacking concrete reproduction info.

Everyone who is experiencing this or experienced it in the past please post your hardware specs (CPU, Memory, HDD/SSD, OS) and your logfile (see this thread on how to get your logfile: https://ludeon.com/forums/index.php?topic=513.0) in this thread.
Any other like potential leads are very well appreciated aswell!

 3 
 on: Today at 06:59:47 PM 
Started by Yoshida Keiji - Last post by TheMeInTeam
If you're willing to call that cheese, you're effectively saying that you consider your own gameplay cheese.

That or you play without constructing doors.

 4 
 on: Today at 06:32:14 PM 
Started by Yoshida Keiji - Last post by Shurp
Yummmm.... Cheeeezzzzz....

 5 
 on: Today at 06:31:01 PM 
Started by DuckBoy - Last post by Shurp
But those turrets take a lot of components.  (Steel too now)

 6 
 on: Today at 06:04:28 PM 
Started by TranslucenceY - Last post by TranslucenceY
I have that added near the top, but it still doesn't seem to want to show as an option under the surgery bills. Here is what I have put together so far under the RecipeDef:

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<RecipeDef Name="SurgeryNatural" ParentName="SurgeryFlesh" Abstract="True">
<surgerySuccessChanceFactor>0.8</surgerySuccessChanceFactor>
<deathOnFailedSurgeryChance>0.3</deathOnFailedSurgeryChance>
<recipeUsers>
<li>Human</li>
</recipeUsers>
</RecipeDef>

  <RecipeDef ParentName="SurgeryFlesh">
    <defName>HarvestBrain</defName>
    <label>Harvest brain</label>
    <description>Remove the brain.</description>
    <workerClass>Recipe_InstallNaturalBodyPart</workerClass>
    <jobString>Harvesting brain.</jobString>
    <workAmount>4000</workAmount>
    <deathOnFailedSurgeryChance>1</deathOnFailedSurgeryChance>
    <skillRequirements>
      <Medicine>8</Medicine>
    </skillRequirements>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>Medicine</li>
          </categories>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <categories>
        <li>Medicine</li>
      </categories>
      <thingDefs>
        <li>Brain</li>
      </thingDefs>
    </fixedIngredientFilter>
    <appliedOnFixedBodyParts>
      <li>Brain</li>
    </appliedOnFixedBodyParts>
  </RecipeDef>

</Defs>

 7 
 on: Today at 05:39:53 PM 
Started by GamerGuy - Last post by dburgdorf

 8 
 on: Today at 05:33:58 PM 
Started by GruntHouse - Last post by GruntHouse
It seemed that the Third age mod made pawns that joined my colony during the wanderer joins incident unable to be saved...

 9 
 on: Today at 05:21:38 PM 
Started by togfox - Last post by togfox
Anything is possible.  :) Cross-mod compatibility is definately something I'd love to support.

I'll add it to the road map!

 10 
 on: Today at 04:55:45 PM 
Started by GamerGuy - Last post by catter

to think we lasted this long...

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