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Topics - Franklin

#1
Why is it pawns are incapable of doing specific tasks, instead of just taking mood & learning hits with tasks they don't like?

Mechanically I get it, but it never made sense to me perceptually as realistic behaviour. If I forced John to carry rocks, best believe he'll carry rocks, nobody's incapable of doing much, disabilities and phobias not withstanding. But he'll be miserable the whole time, and likely not learn anything because he hates it. Doesn't that system make more sense? Mood hits for doing things they don't like, and apathy towards learning them? Why was the decision to make people incapable of things the go-to?
#2
Ideas / Rivers, Pathing, Bridges & Moods
October 08, 2018, 04:38:15 PM
A few things I noticed that are still off and frustrating with rivers and bridges:

  • Pathing still defaults to the shortest route to a given spot, more or less, and in the case of rivers that means right through them even if there's a bridge, assuming the bridge is a marginally longer route. This means if there's a river right smack through the middle of the map, and possibly buildings and worksites, colonist will almost perpetually carry a 'Soaking wet (-3)' mood penalty. I don't know about the folks on the Rim, but I'd sooner take a slightly longer route if it meant I didn't need to march through a river. I think mood penalties should be prioritized over travel speed for the most part.
  • Bridges are constructed like most projects, prioritizing speed of each square built, which often means (again) colonists will march out into the middle of the river and start building there (like so), giving themselves another 'Soaking wet (-3)' mood penalty, and more perpetually as long as the bridge is worked on while they run for more resources. Logic dictates a less frustrating job would be prioritized over a faster one, so one would think bridges would begin at the show and move across. As with pathing, I think mood penalties should be prioritized over work speed for the most part.
#4
Bugs / [A16 Stable] Is this normal? Weird planet texture
December 20, 2016, 07:15:44 PM
#6
A heat wave struck my latest colony and I immediately created an indoors-only zone and restricted everyone to it. I thought this was going to cause problems because my colony is broken up into three buildings, making each inaccessible from the others without leaving this restricted 'indoors' zone.

But sure enough, my colonists will dip outside the restricted zones, only to boot themselves to the next restricted zone they have access to and a job pending in. I honestly didn't expect your access logic to be this rooted in common sense.

So thanks, I'm really impressed.
#7
No bias here, I'm just curious what this community thinks of the present state, difficulty levels aside, of course. I'm also looking for specific examples of what you consider imbalances that need to be addressed. I might consolidate the provided examples for a 'most expressed issue' list to round out the curiosity.
#8
I know fields are fine, but not trees. I've seen photos of solar panels being set up in front of turbines, which seems odd to me.

So what do they "blow over" and what block them? Is there a definitive list somewhere?
#9
General Discussion / "Beavers!"
September 05, 2016, 10:38:38 AM
The roving gang of tree-clearing alpha beavers that doesn't seem to go away is a nightmare event. It cleared half the map's trees before I realized it wasn't going to go away. I took a few hunters out there and first shot the beavers swarmed them, they could take bullets like wolves. They dropped the hunters, then swarmed the base on the other side of the map, killing the rest of my colony.

Honestly, I love this game, but some of these events are really unbalanced and not at all fun.

edit: I couldn't even be more prepared, it was fairly early into my game.
#10
Any know the details on that change? Obviously under-mountain rooms will be cooler, but does that also mean they'll be colder when it's cold outside? Will they be more difficult to heat?
#11
I've played a few games now where it's not very clear whether there are mountains overhead. Built roofs come crashing down, but the dark spots are all I'm given with cleared mountain space. It took me a while to realize they were the cause of one of my wind turbines not working.

So can they be mined out? They don't seem to come crashing down like built roofs do without support.
#12
Maybe this has changed in recent updates, but I've seen it mentioned a few times.[1][2]. I was curious why my colonists kept failing so badly when I get them to harvest a field. Turns out it was because I was manually ordering them to harvest before the food was 100% (we had food shortages).

So why is this setup this way? I get how chopping wood and clearing bushes would be considered basic labour duties, but bad harvesting can be risky.
#13
The dev blog isn't updated with any info, and I've parsed some of Tynan's posts but it's not very telling. Is there some info source I'm not aware of?
#14
So we had two big traveling merchants visit our colony and a fire broke out. The fire was huge, and devastated most, if not all of the colony. The merchant bands did nothing, there were at least a dozen of them, and they sort of just side-stepped the flames and wandered around all, "Huh, sure is hot here. You guys got this right? We'll be over here."

I know merchants will sometimes fire on bandits, but only if the bandits attack them first. There really needs to be a passive priority for non-colony pawns to assist with big emergencies that otherwise impede their 'goal'. We can't trade with you if there's nothing left to trade with.
#15
General Discussion / why do sandbags require steel?
August 02, 2016, 01:54:28 PM
I'm sure this is a dumb question but I'm new with the game, and early on it's hard to come by. I find myself dismantling abandoned buildings on the map for their steel walls and floors in order to build sandbags. Why can't I use like, sandstone or literal sand for these things. :/