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Messages - DrStalker

#1
This mod will help: https://ludeon.com/forums/index.php?topic=30114.0   
It purges "inactive" pawns from the game so they don't need to be tracked and simulated.  I found a few extra FPS on a 5 year old colony by enabling that.

I've also found the Colonist bar mod can take 5 to 10 fps off my game once I have too many pawns, disabling it is a quick and easy boost.
#2
Reproduction steps:

Have two colonies, A and B.  Be looking at Colony B when a Refugee Chased event starts in Colony A.  The button to jump to the event will preposition in the camera on Map B to the equivalent location, but does not jump to map A. (e.g.: you're now looking at the bottom left corner of map B when you should be looking at the bottom left corner of map A)

I've not seen this on other events, only the refugee chased event.

This is a very minor bug, just confusing at first trying to work out if you have a refugee somehow inside a solid mountain and if so how you're going to get him out.

#3
You don't defeat fire when it shows up, you defeat fire with advance planning.  Build a base that won't be completely annihilated if a fire starts; if you're not able to use stone walls and don't have firefoam poppers that means paved gaps between buildings to stop fire jumping from one to another (2 squares might be enough, 3 is better) and a backup stash of  food. 

Then your potatoes catch fire, your kitchen burns down and people eat pemmican for a while or you make a cooking fire and butcher some animals or you send people out to harvest berries or you eat Phil because Phil is a nervous pyromanic and this whole damn mess is his fault.


#4
Is there any way to designate a new preacher?  I've got a bunch of cultists that can make sacrifices fine but I can;t change the preacher for worship.  I'd like it to be the more social cultist with a scarred throat; her talking might be slightly reduced, but I think the rasping voice adds to the atmosphere.
#5
Quote from: JABBA2000 on January 08, 2017, 02:08:33 PM
Oh i havnt build the forbidden knowledge center yet. I wanted to build it but i was like nahh let me get everyone in the cult first.

There are no brakes on the cult train, if anyone has issues arrange for an unfortunate accident.  I like "I told him to go punch a bear" myself.
#6
Quote from: JABBA2000 on January 07, 2017, 09:05:39 PM
And also if the cult meter thing is the lowest possible how can i make them love my cult more and make them join?

Assuming they can research make them your researcher and have them research "study successful cults" until they see the truth.
#7
General Discussion / Re: Slave labor
December 22, 2016, 10:14:20 PM
Quote from: LordMunchkin on December 22, 2016, 09:26:16 PM
You're playing colonists not slavers, raiders, rapists, etc

You say that like those things are mutually exclusive.

The slavers and raiders that show up are just other colonies that made different decisions on how they would be run and it's reasonable for us to make those same choices.