Errr. Look at my pawn. He is a genius. Be like him.
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such smart, much genius :o
That right there is the cause of most of my rages! They do it soooo often...
Quote from: The-MathMog on May 11, 2016, 02:56:56 PM
That right there is the cause of most of my rages! They do it soooo often...
Yeah, and it happens in so many games! Out of habit, I know only do one direction of wall at a time. So east/west then the north/south!
Warden: In our kingdom the very foundation of our walls are built on top of our fallen.
Prisoner: Wow, you guys really honor your dead.
Warden: Not really.
that so reminds me of 'george of the jungle', perhaps 'george' needs to be IN a jungle or perhaps a junkle
Alert: 1 colonist idle.
This thread, ;D
It would be great if the game alerted us in the case that a pawn can't path to their bed or food. That would go a long way to resolving these cases.
Still better than dismantle a small mountain and leave the middle block till the end. RIP Roberta aka "tomato ketchup". :o :'(
I build the corners first specifically so that that doesn't happen...it's really annoying to have to deconstruct the walls and waste resources so you don't starve to death, when I'm in the middle of executing my master plan.
Quote from: milon on May 17, 2016, 08:46:57 AM
This thread, ;D
It would be great if the game alerted us in the case that a pawn can't path to their bed or food. That would go a long way to resolving these cases.
The post before yours literally tells you the alert given for a trapped colonist.
No it doesn't. And mine is a suggestion, not an in-game-fact.
Quote from: milon on July 27, 2016, 12:52:23 PM
No it doesn't. And mine is a suggestion, not an in-game-fact.
Alert: 1 colonist idle.
Fact: means either the colonist is stuck or has genuinely run out of jobs.
Fact: Clicking on the message focuses the view on the colonist in question.
"Literally" ::)
We need a sacrifice! Bring us a corner! Ni!
*addition* Actually, the corner was used to make the sacrifice. kind of like /dev/null
I was actually thinking about this and the pathing system should be able to handle this check at less than the cost of pathing a single job nearby. Considering the game also registers rooms, there are checks for if a room is created somewhere which would also make navigation a pinch. Almost seems like it is something I would build in early and by default otherwise I would consider the navigation system critically broken. I don't know how the game is written or structured under the hood but as a programmer and game dev I can take an educated guess and say that if it is structured the way I think it is it would be a 4 hour job tops to just remove this errm "oversight?"
I mean no disrespect to the devs either they have done a great job. I was just chewing on that thought so I thought I'd spit it out here.