Started by dismar, May 07, 2015, 10:52:34 AM
Quote from: Emagmo on September 22, 2017, 05:44:54 AM- soil in such places is in most cases just sand, under shallow layer of humus
Quote from: Emagmo on September 22, 2017, 05:44:54 AMPure ethanol, on the other hand should be hard to produce (in real life it requires muti-step distillation), expensive and also addictive, but it can be used to fight infections (antibiotics are hard to obtain, especially in early game). I would love if you consider adding something like that to your mod
Quote from: BlackCatTheGreat on October 03, 2017, 02:18:11 AMProbably something that has already been asked, but can you make it so that the Tribal medicine kit counts as the Herbal medicine instead of normal medicine in the medicine priorities tab?? From what i can tell it seems the game takes medicine potency in account instead of being defined in the code or whatever for when medicine should be used. I have plenty of tribal medicine but none of it gets used because normal medicine gets a higher priority in the way it is. I could forbid my medicine stockpiles but i have a semi decent amount were i use it for more normal colonists, but not enough to use Willy Nilly.
Quote from: Jake on September 26, 2017, 01:46:06 AMI'm a big fan of this mod...... one thing has always bugged me: The way tea and coffee are handled. Making it in large batches and then sticking it in storage... As ... a stereotypically English tea drinker, this disturbs me at a fundamental level.Would it be feasible to create a "coffee machine" or "tea urn" building that functions a bit like the nutrient paste dispenser, in that pawns walk up to it and it dispenses tea or coffee while consuming some beans or tea leaves?