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#1
April (earliest date not already mentioned by someone else)!
#2
General Discussion / Re: Tips and Tricks
March 25, 2016, 10:10:07 PM
Quote from: Calahan on March 25, 2016, 09:12:18 PM
If you build doors like this....

W
D
   DW
D
W

D=Door
W=Wall (or rock or whatever)

Then Pawns do not need to actually open the doors to move between rooms as they can simply walk between the doors diagonally. So no door opening, and no slowdown either. Saves a ton of time. Plus you can reduce the fire risk by having brick doors without suffering the long opening times. (although I might regret posting this if Tynan reads this and then patches it out as a bug  :()

How does that affect temperature? Also seems like it'd take up a lot of extra space... I'd be interested to see a screenshot of a base where you use this technique heavily.
#3
Outdated / Re: [A12d] Colony Manager V2
March 25, 2016, 06:19:08 AM
Quote from: Fluffy (l2032) on March 25, 2016, 05:06:11 AM
Quote from: Mrshilka on March 25, 2016, 04:54:08 AM
Quote from: sidfu on March 23, 2016, 03:42:11 PM
<snip>

Remember friend you can modify the priority order jobs in the Sk pack, you can place managing in front of crafting if you so desire!.
That is actually my Enhanced Tabs that allows you to do that, just saying ;)
And it is so handy. I don't care which colonist gets it done, I just need it done!
#4
Would anyone be willing to make a small mod that reduces the recruitment difficulty (or increases the recruitment chance) a small amount each time a recruitment is attempted and failed?

So that the 6% chance guy doesn't sit in jail for a thousand years... it goes up to 7%, then 8, and so on. Or maybe increases faster.

Would be cool if animal training worked this way as well. Just feels appropriate that even if they didn't learn this time around, the attempt makes it a little more likely they'll understand next time!
#5
Passions sometimes exhibit an odd behavior where increasing a pawn's passion for a skill gives you a point discount. Is this your doing, part of the game / backstory-based, or a bug? I find it confusing. To my recollection, I've only seen it on skills that the pawn is bad at.

Backstories seem to cost around the same amount of points as manually-set skills would have cost. This is fair, but it makes backstories feel like pointless fluff instead of a life-shaping experience. What if randomly rolled backstories had a wee 10 or 20% discount?
#6
Stone doors open and close REALLY slowly.
#7
Quote from: JimmyAgnt007 on March 19, 2016, 12:48:37 PM
ithe walls for bedrooms.
The room details hover-over thingy doesn't highlight the walls, so i thought colonists don't care about fancy wall materials.
#8
One of the nice things about arid and desert, is that you pretty much never have to go put out a wildfire. On more vegetated maps, a distant fire WILL reach your base (and grow larger on the way), but here they dissipate quickly.
#9
Ideas / Activities that use more than one skill
March 17, 2016, 07:44:08 PM

  • Social skill could have a small positive effect on doctoring care (but not surgery). Bedside manner is important!
  • Pila/spears could be use a mix/average of melee/shooting skill.
  • Making a (foo) is faster/slower based on Crafting (or Construction), but the output quality is based on Artistic. Skill gains are split toward both, or you gain more Art skill learning from mistakes if (foo) turns out shoddy.
  • Woodcutting speed is very slightly influenced by Mining (from all that heavy pick swinging) and very slightly influenced by Growing (from knowing plants). But it doesn't give you skill gains in either one, and the effect is difficult to notice unless you use someone with 16+ combined skill.

This could just be a nice option for modders to have access to, if not necessarily added into the base game.
#10
This is a pretty fantastic modpack, because it makes no assumptions about the user's desires for balance difficulty, or new content and thus is fully compatible with the user choosing their own options in that regard. While still improving the base game and UI for everyone, even an otherwise vanilla game! I'm so going to run this on my next colony, I've had to cut down on mods currently because I went too far and it caused too much trouble. A well-chosen and tested Vanilla UI ++ is exactly the starting point the doctor ordered for what ails me!
#11
Quote from: Tynan on March 17, 2016, 04:16:02 PM
I'm really glad the tropical biome downsides actually popped out. Super-slow movement and constant diseases are, from my reading, the major unique challenges of rainforest-y biomes. They call them "false paradises" because they look nice but are very hostile to human life.
Maybe someday we'll be able to recruit locals who can teach us / research tree growing & shaping so as to span the marshiest parts with nice living wood bridges ;)

That is a real solution used in some part of the amazon somewhere!
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on March 17, 2016, 06:51:34 PM
Ice sheet for the win baby!

-80C in summer is GREAT.
Yes yes, very impressive. Hardcore. Wowzers. Anyway, what are the most interesting pros and cons? :P
Quote from: Devon_v on March 17, 2016, 02:36:58 PM
I like Boreal Forest. With mountains you have a very packed map that you have to carve a spot out of. Building defenses is as much about clearing trees and opening sight lines as it is building your walls and placing your guns. You get a growing season, but it's about two and a half harvests long, so you can't play around with it. You get some big, meaty animals, but they don't appear consistently.
I've never been able to decide whether I want more cover or less cover. I end up chopping trees as needed and never really coming to a decision on how I want my area to be shaped I guess theoretically, a few trees close to the base and a wide clearcut swath around that which enemies must cross would be best? But also waste the maximum amount of loggers' time.
#12
Quote from: Mikhail Reign on December 16, 2014, 09:53:34 AM
0bac has a very nice bit up the top left if you have the ice sheets mod installed. Average temps are -30 to -100 - very cold. Even pawns with parkas wont make a return trip across the maps. Retreating is a death march for the raiders. Cords: 52, 184 has a very cool layout - you spawn in the middle of a spiral mountain - raiders have to circle around to get to you.
That sounds pretty interesting, thanks for sharing. How long did you survive there? What route do sappers take?
#13
Stories / Re: How to easy kill a thrumbo.
March 17, 2016, 03:07:51 AM
Quote from: Mikhail Reign on March 11, 2016, 06:00:54 AM
Quote from: AllenWL on February 08, 2016, 06:55:46 AM
While it's sleeping, build walls around it, wait till it starves, then deconstruct. Costs exactly 20 wood(or 40 if you do coners), and no power. Very cheep.

For a quicker death, lock up large amounts of beer with the thrumbo.

You don't even need the walls. As long as the beers is close to them they will drink it. Since it has very little nutritional valve, they will keep drinking it till they pass out. When they wake up they will start drinking again. Takes about 2 pass outs to die. I'm not sure but it seems to kill them by something other then starvation - they die immediately upon the drinking the 3rd time. Alcohol poisoning a thing in this game?
This thread got dwarfy quickly.
#14
Quote from: Piata on August 06, 2014, 11:15:07 PM
I had a colonist who's primary occupation was "pop star". She was terrible at everything but art.

I made her butcher animals and mine ore.
Mine was good at social and art.

It's actually a pretty effective character... make fantastically valuable sculptures, and buy almost any thing you please!
#15
Quote from: Shurp on March 16, 2016, 07:39:20 PM
Keep in mind you don't have to tell your colonists when to sleep.  Just set them to "anything" and they'll sleep when they're tired.  Although I don't know if nightowls are smart enough to sleep in the daytime...
Hm, that's a cool idea. How does it work out in the long term? Do they all seem to pick a schedule and stick to it? Drift about randomly? Do they have longer or shorter wake or sleep phases?