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Messages - TheGrover

#1
General Discussion / Re: Room sizes and base planning?
October 28, 2015, 06:34:59 AM
My crops are 2 7x10 for food, and one extra 7x10 for cotton and herbs
I keep plenty of batteries, usually fill a 5x9 room with 5 banks of three batteries and a fuse (fuse is a mod that prevents explosions)

Freezer contains one 5x5 stock for veg, one 5x5 stock for meat and dead animals and one 5x5 for meals (including beer and joy foods) kept frozen by 4 coolers and insulated by two walls

Bedrooms are 2x3, no negatove effects as far as I can see

#2
General Discussion / Re: Looking for Homer
October 26, 2015, 11:43:33 AM
I had homer join my colony as a "wanderer joins" event. At first it drew a reference to Homer Simpson but I guess this explains why he didn't have the "lazy" trait and crave donuts.
#3
I wouldn't say that if a handful of traps sorted a scyther attack for me, no bullets required, no turrets fired a shot, just two dead scythers with busted heads.

Same principle with mad animals and manhunter packs, just make sure that pawns can rearm every one of them and collect any loot without having to walk through them, pawns without arms or eyes tend to be a little bit useless
#4
General Discussion / Re: Cooling
October 21, 2015, 10:00:02 AM
Maybe I was lucky, maybe they just aren't flammable enough.

And I've always found vents quite slow at dissipating heat, to it'll take a LOT of vents to mitigate all the heating from the generator
#5
General Discussion / Re: Cooling
October 21, 2015, 04:32:21 AM
I regularly enclose the geothermal plants outside my colony walls so they're protected from forest fires, and the temperature inside often exceeds 400c (far more than 300f) and ice never seen one catch fire or explode. I wouldn't even bother cooling the thing at all, let it cook and imagine the incredible heat somehow helps it... Or just do what I do and giggle a little as you think of ways to weaponise it against raiders
#6
General Discussion / Re: This game is sadistic!
October 20, 2015, 09:32:10 AM
Started a new colony and the first new pawn was a wandered joining, a medical Lord his entire life, who refused to do any form of work besides hunting or art. Since my part time hunter was more than enough and I didn't care for art when I'm struggling to make enough food and build shelter, he got the firing squad treatment
#7
Quote from: Rikiki on August 02, 2015, 03:11:44 PM
@1000101: excellent idea! :D I will do this for the next update.

@Quoth: don't worry, there is no virus in my mods ;) What is your browser?

@Stephanuz: you should get some info in the inspection panel if something is wrong.
To breed the fishes:
* you need a LOT of food (about 30 per day, consumed in 1 time) so make sure your hopper(s) are filled up.
* temperature must be in range [0°; 40°C].
* the basin must be powered.
The microfungus event may disturb it! ;)
Can you post a screenshot with the temperature highlighted?

little bit of an old bump, im having a similar issue:

Basin is stocked with eggs, three other basins in the same room, plenty food in the hopper (though a stack of corn AND a stack of potatoes), temperature is well maintained at 20-21 deg and everything is powered. as soon as i add eggs, the fish health deteriorates and soon they are all dead fishes :(

any ideas on the cause?
#8
Ideas / Re: End game? After game.
October 15, 2015, 03:36:54 AM
I like the idea of taking your colonists and resources elsewhere in the world and starting a new colony, under the illusion that the pirates and tribals won't come looking again (but that would be no fun gameplay wise), or even to a new world altogether. It would make starting up a bit harder since you start with a really high wealth (accounted for by a spaceship packed with valuable resources and a dozen bionic colonists) but little or no defences (maybe an energy based turret on your ship?) Then you can build another colony after your pawns have learned from their mistakes in the last, a never ending cycle of build- learn- abandon (until the mechanoids rip out your spines in the first week because your wealth is so high after landing that you are practically being stalked by them
#9
Ideas / Extra bill settings
October 14, 2015, 01:54:01 PM
As a player who actively tries to set up systems to reduce micromanagement, I had a good idea, set the tailor to keep making clothing until you have 2 or 3 in storage, then set outfits to drop clothing as it approaches damaged states.

The problem is that the bills at the tailors bench still count the dozens of damaged outfits left behind by the last raid waiting to get sold on to the next exotic goods trader.

This results in an empty tailors stockpile, and some unhappy Pawns and a tailor who points the finger back at you for not micromanaging his workload.

This is a problem for me even when my crematorium is burning the stuff that's almost destroyed or below good quality.

My idea? Add a setting to the "do until you have X" type bills so that they only count items above a certain %condition and/or quality
#10
I think it should work like that for general pawns. The cook dropping off a new meal in the freezer for example, but haulers should certainly keep stocks organised, and when there's no more hauling to be done, they should defragment the stockpiles messed up by cooks rushing around.

On a similar note, have bins/shelves been suggested before? And as an extension of them, wheelbarrows? It seems crude to just leave stuff on the floor, a purpose built shelving system to increase stockpile density wouldn't be a cry too far would it?
#11
General Discussion / Hunted animal herds manhunting
October 01, 2015, 03:04:33 AM
Hey. Just a quick one.

Is there a specific trigger that sets off a herd of animals (deer in my experience) in a manhinter state as a result of hunting? My current hunter seems to be constantly triggering a mad herd every time he leaves the colony, the last time it coincided perfectly with a pirate raid, so he had to lie there in shock until my killbox had dealt with firstly a herd of angry deer, then half a dozen pirates... Needless to say, he wasn't too happy by the time he was finally hauled back to the hospital :P

Is it just a storyteller incident? Or does it have something to do with me designating whole herds at a time now I have a few pawns to feed?
#12
General Discussion / Re: Things I Wish I'd Known Sooner
September 30, 2015, 06:53:56 AM
I'll give the door trick a go. It makes sense now as the traps can be pretty effective at thinning out mangunter packs and raiders. I've even killed a scyther (albeit a little softened by turrets) using a few traps as the damage tends to stick around the head and neck region, usually destroying whatever it hits on living things.

Aside from that. I used to use a really long corridor of death to drive raiders insane before they finished climbing over half a mile of sandbags and dead raiders. Often they starved in the tunnel before they made it back out (before pawns and raiders carried meals that is)

Maybe a trap lined route would help keep the manhunter packs away too. I recently watched a pack of board steamroll my killbox manned by 6 pawns with shotguns and a minigun through sheer force of numbers. I thought there was only about 10, then it dawned on me that they were clipped on top of each other, and there was more like 30 angry boars ripping my pawns apart, and that's after my smattering of traps Had killed a few
#13
I go for:

A grower/cleaner (by the time my full crop us sown its time to clean up my first buildings with hauling and mining to fall back on

A Cook/doctor/trader who basically does the infrequent jobs as well

A security/builder to fend off mad animals and early raiders

Build order is a temporary barracks (beds, medical bed, power storage), followed by temporary prison (small room with a bed if they're lucky) , food storage/freezer, kitchen, then on to bedrooms, dining hall, proper prison (medical room/barracks,  and two cells, which can easily be extended) and then workshop, storage area and trading beacon zone


At this stage, the first few real raids will be coming so I put up we tough outer walls with turrets watching the trap-laced passage Into my farmland. Usually have the main bulk of the base dug into a mountain with the living quarters separate, so pawns get to see the sky every morning and evening as they move to and from their rooms
#14
I didn't know grass affected wind power.

I think he meant that the open space in front and behind the turbines might as well be filled with solar generators since they don't affect wind power.
#15
Ideas / Re: Changes to Chickens
September 14, 2015, 10:10:44 AM
There is still use for chickens. If you're struggling to get enough meat to make Fine Meals then a fast growing animal which is easy to feed will help find something to cook with your taters and corn