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Messages - Aerial

#196
First off, thank you for this wonderful mod.  It really adds to the game.

I recently had a small group of tribals visit.  I sold them a bunch of dead man's clothing since they didn't have much money and proceeded to try to make their stay a pleasant one.  Apparently, I succeeded, and to show their gratitude they left me all of the dead man's clothing I'd sold them!  I wanted to run after them going "Nonono, *please* take this stuff with you!"

Is there any way to have the "parting gifts" not include anything that was sold to them recently?  Thanks!
#197
Quote
7.) DO NOT REMOVE THE MESSAGE, WHEN I CLICK ON JUMP TO LOCATION .. used to be that way, I don't understand the change. ( +1 )

As an alternative, let the information be stored in a log (see below) so I can dismiss the distracting bouncy red/yellow flag on the side of my screen but still go back and see the information.  Especially if I accidentally click "OK" instead of "Jump to Location".

Quote9a.) A history Log of my Colony, reachable with one click, not some weird, completely uninteresting wealth overview I don't care about.  When It's all about stories I want to recheck when and how Dave lost his pinky-toe not how much I am worth.

9b.) A Log at least for 24 hours of the short messages displayed on the top left .. because they just disappear to fast and are to important.
#198
Ideas / Re: New Task: Organize Storage
February 21, 2017, 08:46:14 AM
Quote from: DanielCoffey on February 21, 2017, 07:03:53 AM
Aerial - If you split your one large freezer stockpile into two half-sized ones you can set one to preferred and the other to normal. When you see fragmentation happening, simply flip the two priorities of the two halves and the Haulers will come and tidy up for you.

It works with General stockpiles too.

That's a good idea, and simpler than what I was thinking :-)

I'd still like to have it as a pawn task, though, especially as I get more (and more specialized) stockpiles. 
#199
General Discussion / Re: Of ice sheets and potato farms
February 20, 2017, 03:35:30 PM
I think the "Seeds, Please" mod might provide some of what you're looking for.  It strictly curtails the ability to grow crops to the seeds you can beg, buy or steal and those aren't that easy to come by.
#200
Ideas / New Task: Organize Storage
February 20, 2017, 03:26:27 PM
I'd like a new task available to my hauling pawns called "Organize Storage" with a bill that would let me set which storage zone I want organized.  Basically, it means they'd go through the selected storage zone, gathering up partial stacks of the same material and stacking it in full stacks in co-located squares.  Sort of like defragging the colony inventory.

I don't mind if it takes a long time.  It could be one of those neverending tasks that goes on in the background whenever a hauling pawn has time to do it.  But it drives me *nuts* to have eight partial stacks of wolf meat in the freezer scattered all over the place and no way to get the pawns to consolidate it short of creating new stockpiles and micromanage hauling it all out there, only to haul it all right back into the freezer. 

#201
Ideas / Re: Tiny Change in the Pathing Delivery Mechanic
February 20, 2017, 03:20:27 PM
Quote from: dragonalumni on February 18, 2017, 04:18:06 AM
Currently a pawn will pick up a stack of inventory to be delivered to a stocking zone, it often will cross the entire empty stock zone to put an item down, way in the back of the room.

When a pawn is on an empty space in the same zone that it is delivering an item to it should put that item down without moving any more spaces. I don't really need my cook/butcher/hauler to put meat/meals in the back of a freezer when just inside will do the trick.

It would be more efficient for them to consistently fill from the back to the front.  That way they can walk across empty space as much as possible.

#202
Quote from: Jstank on February 19, 2017, 02:50:34 PM
https://ludeon.com/forums/index.php?topic=28747.0 I link you to handy mod that makes babies!

The one unforseen issue I see with procration being in the game as vanallia features is that if it is possible to have pawns as young as 3 1/2 be fully functional, then it is possible for that child soldier to end up as a raider, and so you would have to be fighting child soldiers. I don't have a problem with it being in the game but trolls on the outer internet will have a field day with it.

I think the suggestion was for babies to age to adult in less than the ~18 years it takes in real life, due to the somewhat compressed time scale of the game.  Then you could still only send adults out to fight, but it would take fewer than 18 game years to get them to that point.
#203
Ideas / Re: Windows
February 17, 2017, 01:59:44 PM
Quote from: Lurmey on February 17, 2017, 12:49:20 PM
Silicon could be used for solar panels as opposed to steel, but then ideally you'd also want phosphorus and boron. There's a fine line between complexity and fun that we need to be wary of.

I always found it weird that you use steel to make sandbags too... Could we just use sand to make both sandbags and glass? Perhaps even sand+cloth for sandbags, making early-game defenses consist of mostly walls, trees and boulders. I like the sound of that, what does everyone else think?

I'm sure the reason for making sandbags require steel is to make them a limited resource, which is understandable.  However, I think I'd rather they be made of more common/realistic materials and perhaps balanced by making them take much longer to construct (as is true in real life).  After all, time is the ultimate currency in this game.

Since cloth and sand can be very hard to come by in some biomes, reasonable substitutes like ice blocks or bags filled with dirt or snow should be allowed.  I'd even like it if we could use cast-off clothing with the arm/legs sewn shut as makeshift sandbags.  (Alternately, you could break them down into some kind of scrap cloth to construct with but it wouldn't be as good a visual.)
#204
Quote from: Zhentar on February 17, 2017, 12:08:24 PM
Quote from: Aerial on February 17, 2017, 10:52:05 AM
I certainly haven't done any kind of testing to try to quantify the probabilities.  If someone knows where to look in the world generation code, it would be interesting to know if biome and/or difficulty settings affect the chance of plasteel spawning on the surface.

I know where to look, and neither affects it. I believe mountainousness affects it indirectly, but I'd have to examine the behavior much more closely to be sure.

Just goes to show how arbitrary even pseudo randomness can look to us humans  :D  Thanks for looking at the code.
#205
Quote from: SpaceDorf on February 17, 2017, 10:39:19 AM
Quote from: Aerial on February 17, 2017, 08:30:42 AM
Quote
How do you get amouts of plasteel needed for that? Trade?
And doesn't devilstrand duster protection stack with power armor protection?

I've noticed that temperate maps never seem to have plasteel veins on the surface but harsh environment maps often do.  I think it's a balance thing - if you have to worry about food production, you don't have to struggle so hard for good plasteel defenses and vice versa.

Untrue. That must be bad luck on your side, I played severel temperate and all-year maps with multiple, sometimes large plasteel veins.

Quite possibly, but it has been pretty consistent for me.  I didn't even know it was possible to have plasteel on the surface to mine until I started playing tundra and ice sheet.

I certainly haven't done any kind of testing to try to quantify the probabilities.  If someone knows where to look in the world generation code, it would be interesting to know if biome and/or difficulty settings affect the chance of plasteel spawning on the surface.
#206
Ideas / Re: Neutroamine
February 17, 2017, 10:20:14 AM
Quote from: Project 06 on February 17, 2017, 02:15:38 AM
Quote from: Lizardo on November 01, 2016, 02:20:43 PM
The whole point of manufacturing is that things become available.  Colonies need to be able to progress up the manufacturing food chain. 

So what if the traders become redundant.  But they wouldn't if an economy was actually developed. There's always something worth selling or buying because you'd generally specialize making the best thing you can sell and simply buy everything else.

Crippling colony manufacturing just to make the traders viable makes no sense.  Things need to be allowed to become obsolete as the game progresses.

You say sell the best thing you can make, and buy everything else, Neutroamine is the only thing I'm aware of that can't be manufactured(other than exotic parts, which honestly are useless to me and I just end up selling them). You are asking that the only thing you would really want to buy to be able to be produced. The ONLY way I could see Neutroamine production being allowed and not game-breaking(in regards to the trading aspect), is by making its manufacturing rate incredibly slow, so slow that it's purpose is more to supplement the Neutroamine that you would still need to buy or would encounter in drop pods.

The ability to manufacture neutroamine could be balanced to a late game only ability through a combination of  technology requirements and facility requirements.  If you had to have (for example) a clean room and specialized production machines that require a lot of power and several hard-to-produce ingredients, you could make  manufacturing possible without being easy.  For many people, trading for it would be easier and even cheaper, but if someone really wanted to produce it for themselves, they could.
#207
Ideas / Re: Some thoughts on Item Quality and Maintenance
February 17, 2017, 10:02:39 AM
Quote from: SpaceDorf on February 17, 2017, 09:46:38 AM
Quote from: Aerial on February 17, 2017, 09:19:10 AM
Quote from: Project 06 on February 17, 2017, 01:58:55 AM
Its a interesting concept to have to, or be able to maintain weaponry in the game. However I think the main reason for quickly degrading weapons is to prevent a colony from obtaining a full arsenal of firearms too quickly. I like the idea of just one or two guns being prized for their rarity and power over primitive weapons, which seems to be lacking a bit. A good raid defense against modern enemies and you will be well equipped.

I think a better way to balance this issue would be to get rid of the degradation but make low quality weapons jam and/or misfire frequently, sometimes injuring the pawn holding it (or his friends nearby).  Yeah, it's kind of harsh, but that's the real life risk with low-quality weapons.  You wouldn't use them unless you were desperate, but they would be a source of raw materials you could use to start making your own weapons, or perhaps a place to start skilling up a repair skill if such were implemented.

That sounds like a fun concept too, having stacks of crappy guns lying around that you don't dare to use and nobody wants to buy :)

Exactly!  Additionally, I think defeated raiders should try to scoop up high quality weapons dropped by their comrades as they're fleeing.  It would add another dimension to the defense strategy.  Do I build to be able to kill enemies safely from a distance, meaning very little captured loot of quality?  Or do I let them get close so I have a better chance of grabbing those weapons, but at greater risk to my colonists?
#208
Ideas / Re: Windows
February 17, 2017, 09:21:31 AM
Quote from: publicuser on February 16, 2017, 08:10:41 PM
In the game, the room has no windows
I think survivors need natural light. Without it, the room will like a cell. Colonists care about room's beauty, comfort, space. There is no reason they don't care about natural light.

If wondows add, then another thing is needed - glass. Windows without glass is just a hole, it cannot keep warm and cool

Normal glass is made by Na2SiO3, CaSiO3, SiO2 or Na2O·CaO·6SiO2, so silicon is necessary

So my suggestion is to add windows, glass and silicon

This is a great idea, especially if natural light (or the lack of it, more specifically) affects mood.  It would provide an incentive, though not an overwhelming one, for building a more town-like colony instead of the monolithic mega-warren that is so common.
#209
Ideas / Re: Some thoughts on Item Quality and Maintenance
February 17, 2017, 09:19:10 AM
Quote from: Project 06 on February 17, 2017, 01:58:55 AM
Its a interesting concept to have to, or be able to maintain weaponry in the game. However I think the main reason for quickly degrading weapons is to prevent a colony from obtaining a full arsenal of firearms too quickly. I like the idea of just one or two guns being prized for their rarity and power over primitive weapons, which seems to be lacking a bit. A good raid defense against modern enemies and you will be well equipped.

I think a better way to balance this issue would be to get rid of the degradation but make low quality weapons jam and/or misfire frequently, sometimes injuring the pawn holding it (or his friends nearby).  Yeah, it's kind of harsh, but that's the real life risk with low-quality weapons.  You wouldn't use them unless you were desperate, but they would be a source of raw materials you could use to start making your own weapons, or perhaps a place to start skilling up a repair skill if such were implemented.
#210
General Discussion / Re: Is it normal for Randy?
February 17, 2017, 08:36:09 AM
Quote from: giannikampa on February 17, 2017, 08:31:17 AM
Had similar extreme amount of boomrats in my vanilla only colony. It's just unfair.
In my case they came during hot season and visiting traders around the base. At the beginning i thought "wow free loot", but i was wrong: explosions and fires everywere, they started fighting with my animals as well and got inside the base while my colonists amassed far away to bait them to a fair and safer position.
After 5 reload attempts gone very bad, base razed to the ground. Ragequitted, now i'm scared to launch the game again.

I think part of the game's appeal is that disaster can, in fact, happen due to no direct fault of the player's.  Recovery from that disaster can be a really satisfying achievement.