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Messages - libra00

#1
Outdated / Fishing
October 21, 2017, 06:19:45 AM
Some thoughts on fishing..

So, I've been playing with the fishing mod a bit and I like the idea of it, but I'm not entirely happy about the implementation.  I'm kinda thinking it should probably be its own work type (though I'm not sure if that's flat out impossible or not), because it has no cooldown as far as I can tell and thus takes up a lot of the work time of my colonists who are assigned to handling.  In my current game I started as a rich explorer with someone pretty well-rounded, able to do almost all jobs.  I've had 2 people join my colony so far, and my original pawn is still the best at handling (and the best individually at virtually everything else too).  I'd really like to try to use fishing as my primary food source, but that requires the one guy who has to do everything (because the other 2 can't do many of the various work types) to spend a lot of time fishing.  Also, I really want him to be able to spend his handling time trying to tame wild animals because my other 2 people can't haul at all.

I definitely understand why you moved it from hunting to handling. but I would note that hunting is the one work type that (in my experience anyway) is most rarely prohibited, so it'd let those mostly useless pawns do something productive.  I dunno that there's an easy solution to all this without fishing being its own work type.  From an organizational perspective it might make sense to tack it onto growing, but that doesn't solve my current situation.  I just tend to like having one guy who handles all food-related tasks and little else, so that'd go along well with that.

I dunno, it's definitely a cool idea and I'm not sure what the best solution is, just thought I'd lay out my thoughts on the subject and see if it goes anywhere.  Either way, keep up the great work RF.
#2
Quote from: Spdskatr on May 21, 2017, 07:44:46 PM
Right now it's unlocked through "machining", but it'll probably change in later versions for A17.

Ah, I hadn't thought to look there.  Thanks.
#3
Quote from: Spdskatr on May 21, 2017, 02:03:48 AM
...Oh shit. I forgot to change the target version. It should work, nonetheless, I've tried it

And also regarding the A16 version of Cultivator tools, I actually developed that mod for A17 because I thought A17 would release well before I could publish my mod, so no A16 version, sorry. Guess I was wrong, but A17 shouldn't me much longer a wait ;)

Yeah, it doesn't throw errors, though I can't seem to find it or the research for it in any of the menus.  Re:cultivator - aw, too bad, it looks super helpful in my goal of making a modern latifundia colony (an economy based on huge areas of farmland.)  Guess I'll have to wait. :)
#4
Hey Spdskatr, just grabbed AnimalStations via the A16 release link and in the mod list it says 'This mod was not made for this version'.  Doesn't throw any errors, though I haven't tried to launch a colony yet.  But I was looking at the files and about.xml says:
<targetVersion>0.17.1526</targetVersion>

Probably just an oversight, not a big deal, but it might confuse people so I figured I'd let you know.  While I'm here, any chance there's an A16 release of Cultivators laying around I could get my hands on?
#5
Ah, good to know, thank you.  It's not very intuitive though, I thought maybe he wanted to go rock-climbing or something. :P
#6
So, I ran into a weird state icon, it sort of looks like a hook, and it's not in the example icons.  I can't find any mood that might explain it (the colonist is a pessimist, but this icon is recent.)  Anyway, I got an image of it: http://imgur.com/DwAZJAo

I'm curious as to what it is.
#7
Ok, first let me say there's a lot to like about this mod - I really dig the tech tree, I like the fences, I even like the harder crafting of basic stuff (the first bed available requires a random hide - mine was rhino hide, and I've never once seen a rhino in all my time playing the game. :P ) and adding glass was a good idea.  Requiring plasteel, which is hard or impossible to get without end-game trading, for geothermal is not my idea of a good time.  If you want to add your own power source (fusion or whatever) that requires plasteel, great, but geo is available inside of 30 minutes with a good scientist, plasteel is not.