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Messages - Reaver

#1
General Discussion / Re: Post a cool tip you know about!
February 19, 2017, 10:20:20 PM
I don't know if this is because of mods or anything but I've had good success with selling stools (wood or surplus blocks) and animal beds (leather or cloth) early game before you have a dedicated crafter or artist available.

Place solar and fields in the wind turbine's marked zone to prevent tree growth and to make use of that space. Or you can add wind turbines over your existing fields for some extra power generation.

If you are like me and don't like having incomplete items lying around, make another bill (or several) with forever for that item above its main bill but limit its radius so it has no access to any of the materials (so they don't make a new instead!) so pawns with those items to complete will eventually finish them all even if they would be going over the crafting limit you've set for that item. Only restrict the radius, don't forbid the material otherwise they won't work on them. I think if you want to prioritize an item with a certain material first, then do the same but allow just that material so they only work on the item made of that material for that bill.
#2
Bought one from another town and it magically reduced total caravan weight by about 5kg, meaning I could carry more after buying it.
#3
General Discussion / Re: Shotgun missing 1 foot away?
November 29, 2016, 12:38:40 PM
Was your shooter a frail, bad back, cataracts (or missing eyes), trigger-happy, one-armed old guy with really good skills? Was the area she was standing in lit, and the sniper's dark? Cover? Just really bad RNG? There must be a reason why you got unlucky.

Shooting I find is just one of those skills to be underwhelming to see in use and never can tell if I can rely on it or not (a level 20 shooter is kinda lame when compared to say a level 20 in a productive skill that has easily visible and rewarding outputs).

Maybe it's because I never reach level 20 shooting, even with skill loss turned off, and find just spamming bullets and pawns works better than any precision I might get, or the amount of effort needed to get that high level of skill.
#4
General Discussion / Re: Predicting the name of Alpha 16
November 29, 2016, 07:54:32 AM
Quote from: Spdskatr on November 29, 2016, 03:59:25 AM
Screw horses. I want RIDEABLE muffalo.
And rideable polar bears.
Rideable Elephants with charge blasters and miniguns attached.
Quote from: mumblemumble on November 29, 2016, 04:19:20 AM
bestiality confirmed for a16
This is the Rim; no one will judge. If you're that staggeringly ugly, annoying, or abrasive, nobody will like you any less for it at the very least.
#5
General Discussion / Re: Predicting the name of Alpha 16
November 28, 2016, 04:50:12 PM
"On A Trail We Raze."
"Friends Never Say Goodbye; At Least Until Someone Goes Hungry."
"The Road To A16."
"It's Tough To Be A Colonist."
"Someday Out On The Rim."

https://www.youtube.com/watch?v=kVFHKUMHJ3Y
(Song is: 'Trail We Blaze' by Elton John; thought of the movie for some reason, and this song in particular, after seeing the caravan teaser.)

Hope they add horses; need a sassy horse to complement all the brutal tribal slayings, thievery, slavery, and diseases to follow.
#6
Mods / [Mod Request] Specify Stored Amount
February 15, 2016, 07:49:29 AM
Is there a mod out there to specify how much of a resource you want in stockpile or buildings that requests resources (Hopper, etc.) or if its possible for someone to make it? I've tried searching but haven't found anything like it. I really need it for prisoner's food (I don't like my wardens giving lavish meals to my more docile inmates) and also have mods with complex recipes and don't want full stacks of rare ingredients when other bills need them too.
#7
Make area management like the jobs tab where you can assign each colonist to where they can go and the priority each area gets from that colonist.

Colonists would work at the area with the highest priority until they have completed every possible task they can do in it before moving on to the next lower priority area. So for example you assign your growers to the growing area. They harvest everything, haul everything, and clean everything before moving on to the next area even if say hauling and cleaning are a lower priority than another secondary job they have in another area since you want them to prioritize hauling all the crops first instead of letting them rot/degrade while they go off to sculpt or something.

If you have multiple areas with the same priority the pawn treats them as if it is one big single area and does work in all of them based on their work priority. By default pawns would automatically start with the lowest priority for unrestricted and all areas until you change it.
#8
General Discussion / Re: Your most evil deed ingame?
September 25, 2015, 06:33:52 PM
Having my colonists punch a husky puppy to death because it ate a lavish meal.
#9
Ideas / Hauling and Construction
September 24, 2015, 07:22:31 PM
Have you ever gotten annoyed whenever your builders haul, build, and leave only to return later to build that lone wall all without bringing any extra materials?

Probably been suggested before, but make it so that haulers can also bring materials and clear any item obstructions from the building sites so that your builders can do what they are supposed to do instead of wasting time. Also make it so that builders dynamically haul materials along the way instead of always running across the map to build that random building just because it had all the materials present.

I know you can do this with stockpiles, but I want something more autonomous and direct.