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Messages - BugPowderDust

#46
General Discussion / Re: Mortars: Useful or not?
January 27, 2017, 07:03:07 AM
Before A15 I used them a little, but they are so inaccurate, and fire so slowly, they are a waste of the colonists manning them
#47
Sorry to be a party pooper, but you said your pawn was psychically deaf, not hearing deaf? In that case, annoying voice would still be annoying
#48
It gave me a ...... warm glow  8)
#49
Bugs / Re: [A16] Not sure if bug- fueled stoves
January 10, 2017, 08:43:12 AM
lol OK :) Glad I found an actual bug, even if indirectly!
#50
Bugs / Re: [A16] Not sure if bug- fueled stoves
January 10, 2017, 08:35:49 AM
Quote from: Calahan on January 10, 2017, 08:24:11 AM
So I've edited the title to reflect this.


I can still see it as the same title?
#51
Bugs / Re: [A16] Not sure if bug- fueled stoves
January 10, 2017, 08:34:56 AM
No problem, thanks for the clarification
#52
1. What the circumstances were.
Various devices that require fuelling were added via the scenario editor.

2. What happened.
The devices were placed on the map as expected, but the Pawns started refuelling them before they were claimed.

3. What you expected to happen.
I do not expect Pawns to refuel devices unless they are owned / until they are claimed.

4. To reproduce:
-- Use the scenario editor to add at least 1 fueled stove, fueled generator, and fueled smithy.
--- Chop or unforbid some starting wood and watch the Pawns refuel the above devices even though they have not been claimed yet.

Mod edit (Calahan) - The above text is mine. The original OP can be found below the ---.

--------------------------------------

I have started on a custom scenario with about 80 fueled stoves scattered around the map.

As I don't seem to be able to forbid them, my colonists are getting it in their heads to run about refueling them, when they should be building up the colony.

If this isn't a bug, can we make it a feature to be able to forbid stoves
#53
I see the "buy now" button just fine- perhaps try a different browser, or turn off any blocking extensions you may have installed (or if you're on a corporate LAN, it could also be blocking)

#54
Stories / Re: 83 Solar Panels and no weapons
January 07, 2017, 12:58:37 PM
So, the colony is almost dead.

We survived the first winter, barely, and then spring came and along with it, a Toxic Cloud. Fortunately we had our greenhouse to keep us barely alive.

Once summer came, we were going places. We had 11 colonists, and then, one day, we got a call from someone being chased by tribals. We offered to assist, and braced for impact. Only 8 of our colonists would fight,and we face about 15 tribals.

Ironically, the man we were fighting for, got killed in the fight. The only casualty. The tribals must've been carrying the plague, as 4 of our colonists immediately contracted it. They died soon after.

That put us on the back foot, and a couple of mental breaks later, we are in a situation where we now have a volcanic ash cloud, and manhunting elks outside. Two of our broken colonists go outside and get knocked down, one after starting many fires. One drags himself back inside.

We have 3 unbroken colonists left, one of whom has no left arm or leg (separate incidents). Unless we get a peaceful week to recover, we are done.

#55
Stories / Re: 83 Solar Panels and no weapons
January 03, 2017, 03:30:33 AM
Yes, I know, it was just developed that way organically. It's not ideal, no.

When I get a break, I'll be reorientating, but my to-do list is pretty vast at the moment, and the freezer is low-down on that.
#56
Stories / Re: 83 Solar Panels and no weapons
January 02, 2017, 04:00:16 PM
Fair comment, I just hate wasting the exhaust heat in the winter  :)
#57
Stories / Re: 83 Solar Panels and no weapons
January 02, 2017, 10:44:51 AM
Quote from: HeroGabe on January 02, 2017, 08:19:04 AM
At least you have a free freezer until the end of winter. :D

True, I have just built one as you can see in the picture! The current freezer unit's exhaust is heating our indoor greenhouse!
#58
Stories / Re: 83 Solar Panels and no weapons
January 02, 2017, 10:43:42 AM
Winter has kicked in hard, and we had colonists come and go. A wanderer turned up, Gerador, then his wife, Ulyanna, turned up in a raid. She was downed and captured, and ended up joining the colony to be with her husband.

Research went well, we had two turrets up before bad luck befell us. We suffered a solar flare, which shut down our turrets, followed immediately by a raid. We got banged up hard, people were injured, got infected, and we had no medicine to deal with the ravages of the illnesses. Unfortunately, Ulyanna died to infection, and Gerador hasn't been the same since, going berserk from grief almost constantly. We don't really know what to do with him.

Meanwhile, food has run out, we had to eat our tame wolf who died in the most recent raid- this spared us the awfulness of having to eat a pet. However we caught a break and a passing Muffalo herd provided us with some meat for now. We have also set up an indoors greenhouse of sorts, to grow rice and potatoes.

Of course- having 80+ solar panels lead us to get blase about power, not thinking that diversifying would be a good thing (not that we have much metal to find, although deconstructing solar panels has been useful, if not self-defeating).... it was only when we had a short circuit just as the sun fell, we realised that dark plus drained batteries was a recipe for disaster. The base plunged to about -25 as the heating shut down, and our greenhouse ended up being useless. All the crops died.

So, we're currently in a position where we need to get metal to build a couple of wind generators, research geothermal, and build a comms desk to talk to passing spaceships in order to trade for medicine. We are getting barely any passing traders on foot now the winter has bitten.

The struggle continues- we can't wait until spring.

#59
Agreed, the dead man's clothes debuff was completely unnecessary and unwelcome. Like they'd be bothered about wearing an armour vest that belonged to a guy they killed once. If we assume they can wash clothes, this is a moot point. If they can't wash clothes, this is even less of an issue as the dead man's clothes may be cleaner than theirs!!

#60
Stories / Re: 83 Solar Panels and no weapons
December 27, 2016, 02:56:27 AM
That's a nice thought, but they are spread so far apart!

So, Rhiadra proved to be a pain in the backside, she had 'issues', and kept breaking. The last straw was her flipping out, attacking 2 prisoners, then killing some poor hapless boars outside the prison. She was beaten to death by the rest of the colonists.

On the plus side, Inna decided to join us, and although she can't actually do much, she does what she can with gusto.

Slowly but surely, we got a wood burning Smithy up, and fashioned a few bows. Fish spent all her time with her head in the research archives, and started on a machining table. We needed guns....lots of guns.

Meanwhile, Summer was fast running out. We had another raid, they kindly brought us a survival rifle and then died. Despite a heatwave, the colonists hunted animals as fast as possible with the new weapons, and soon our cold room was filling up. We belatedly planted some crops, but they died in a weird cold-snap following the heatwave, then Fall began.

Having all the power we want is really useful for heating/cooling, and takes the pressure off having to research Geothermal. We are now going for gun turrets and getting enough stone blocks to set up a perimeter.

The machining table is now up, we quickly made another survival rifle, and a machine pistol for some up-close nastiness. Next we'll be churning out Assault Rifles, but we need to make sure we have enough food before we go mining.

Although, we have a major problem. We have no silver, and no medicine. And its snowing, so we can't grow any. This could bite us in the arse over the long winter....