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Messages - Aenir

#1
I was engaging in a sniper battle with an enemy sieger, and managed to shoot his right arm and left hand off. He dropped his sniper rifle, but as he was already in the process of taking aim, he continued taking aim and fired the sniper rifle (which was lying on the ground).

After he fired once he then proceeded to wander around as expected.
#2
As of alpha 11 you can't befriend pirates.
#3
Bugs / [W|0.11.834] Colonist feeds downed pirate
June 12, 2015, 12:06:33 AM
My doctor appears to be feeding a downed pirate on the other side of the map.

http://i.imgur.com/KqawYUE.png
#4
I had an unpowered sunlamp connected to a power conduit touching a wind turbine.  I deconstructed the sunlamp at night, and then the area around it became brightly lit as if the sunlamp was still there and also powered.  There was no electricity usage, and deconstructing the wind turbine did not change it.  Once it became daytime and then nighttime again, the area acted normally and was not lit. 

I then tried putting a sunlamp indoors connected to a single power conduit with no power source, deconstructed it, and the area became brightly lit.  Because there was no sun affecting the light levels it never became dark.  Deconstructing the power conduit caused the area to become dark again.
#5
Bugs / Re: Patient Won't Get Out of Bed
March 08, 2015, 07:18:31 AM
Frail, bad back, and peg leg all have movement penalties, and are all additive with each other, so they reduce the movement speed below 0%.  You need a simple prosthetic leg or bionic leg in order for him to be able to move.
#6
Quote from: Boboid on March 06, 2015, 09:33:59 AM
Heh might want to be careful taking random colonists.. I've had 2 minstrels and an assassin, was a disaster!
I do glance at them to make sure its playable, however if I do decide to change any of them I reroll all 3 at once.  No keeps!
#7
I've started using random.org to generate X and Y coordinates.  I alt-tab after generating the map so the map goes black and then I cover up all the information on the left with my hand except for the coordinates so that I have no idea what I'm going into.  And then I just go with whatever colonists the game gives me.  Go Randy Random for bonus randomness.
#8
Quote from: Sacarathe on March 03, 2015, 08:09:07 PM
I tried releasing a prisoner and it had no instant effect, how long should I wait before presuming failure?
It isn't instant, it happens once they leave the map.  If they die before they reach it you don't get any benefit.
#9
I just started using EDBPrepareCarefully today and had this happen.  I don't have any other mods.  So something weird is going on with PrepareCarefully.
#10
Quote from: Boboid on March 02, 2015, 08:00:05 AM
Hrm you're right actually - Just tested it.

Just assumed that a faction might be a tiny bit peeved if you were to continue killing them, have to forgive me for that leap in logic :P
Why would they be peeved?  They're the ones attacking you.
#11
Quote from: Boboid on March 02, 2015, 02:50:59 AM
The most efficient way is to store prisoners from the faction in question until you've got enough to get them out of Hostile, otherwise you risk having them attack you which forces you to kill them, lowering your reputation with them.

It's actually pretty easy, I typically assign a particular area for prisoners I want to keep, toss in a nutrient paste dispenser, and that's pretty much it.

Just be sure to assign those prisoners to have friendly chats ( but don't recruit them ) otherwise they'll go insane and beat one another up :)
Killing hostile enemies doesn't lower your relations.  Attacking friendly pawns lowers your relations.  There's no reason to "store prisoners" for that reason, you're just using up additional food.
#12
Colonists only go to bed when they need treatment.  Once they get treated they go back to work.

He'll snap out of it after a few hours.
#13
People still spam sandbags?

I just have an empty area surrounded by turrets.
#14
Quote from: Panzer on March 01, 2015, 04:20:31 PM
Usually peolpe who become dazed stay dazed until their mood reaches 50 pts again, then revert back to normal and get the catharsis bonus.
People who become dazed while being somewhere on the map dont revert though as opposed to the ones in my base, might be just by chance though and I just didnt wait long enough, but they were already 50% starved and I didnt want to risk it.

Anyone had similar observations?
If you look at a dazed colonist, they don't have any thoughts.  It just says "Broken thoughts".  It's purely based on time.  All my colonists have snapped out of it before they began starving.
#15
General Discussion / Re: Are Parkas overpowered?
March 01, 2015, 03:13:46 PM
They have -10% global work speed modifier.