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Messages - Kerbin Dallas Multipass

#1


Those dark blotches appear and are indicated as "constructed roof" when mousing over.

All deep water areas are still default-marked as no-roof zones
#2
I play in windowed mode. The option "run in background" is set to OFF.

Let's assume I have RW and Chrome open.

Using the taskbar to swich from RW to Chrome : game stops, audio is silenced

Using the "minimize" thingy at the top of the RW Windows window: game stops, audio is silenced

Problem: Minimizing RW by clicking the RW icon in the win10 taskbar minimizes it but it keeps running and audio keeps playing even when paused.

Likely a not bug but "unexpected behaviour", at least for me.

#3
Yea this sucks but perhaps it's somehow realistic.

Urgency of dressing the wounds seems to be key, so is bed rest I believe.

Above and beyond that you can save otherwise lethal cases of infection with luciferium with all the downsides that come with the addiction and the medical bill. It boosts immunity gain speed. 90% infection and 80% immunity? Amputate now! If you can't amputate...get them addicted to luci immediately. In all cases the consequences are tough.
#4
Yea I kinda did it twice

First podfrogged (leappodded?) to the ship at the pole. On a 30% world it was just 5 hops and a 10 day hike. My goal was just to get my rich explorer off and it was actually a bit easier than I had thought. Funny sidestory: I had a married couple build up the final pod station before the pole. When she had a pyro breakdown I noticed that neither of them was capable of firefighting, so he grabbed all the food he could gather from the burning base and hopped in the last pod north. He died literally 200m from the ship from hunger and hypothermia.

Then I tried to get my 3 starting colonists to the opposite side of a 100% map. By the time I had saved up enough pemmican 2 of them were already dead and someone else had dementia and was married.. Anyway... Took off with 3 colonists, 2 Muffalos and a panther, restocked on food at a friendly trading post (I had taken some drugs and scyther blades as currency) and made it to the edge of my continent. Pod hopped across the ocean (Lack of fuel made me leave one muffalo behind because I wanted to take the panther). At this point I was almost completely out of food and stuff, so I settled for good. 3 years later I had a really flourishing colony with 8 or so colonists and remembered my initial plan. So, I made 5500 pemmican and a new group of 3 left for the last leg. Took them about a year of nonstop caravaning to travel 1/4 around the planet nonstop. In this scenario I abandoned left behind bases although they were functional and inhabited.

Things I learned:

The world screen is terribly slow and un-optimized. Even with all bases abandoned it took the lenght of a movie realtime to have the caravan travel for 1 year.

The caravan pathfinding does not take into account changing seasons. Some biomes have vastly different travel speeds for summer and winter. For long trips don't rely on the calculated route, better have it recalculated every season. Make sure you don't get snowed in, your progess will almost grind to a halt.

The most important resource for pod hopping is chemfuel, followed by components. Chemfuel is really hard to get while especially steel can easily be found and mined on a fresh map. To a degree that's also true for components.

If you plan on podding a larger group from A to B, make sure that the last colonist to hop is capable of constructing the pod AND hauling the chemfuel to refuel the pod launcher.

Before sending colonists on long trips, give them fresh clothes so they don't throw a fit due to tattered apparel as their clothes will deteriorate.

Pemmican is ideal for caravaning if you make it yourself. Here's what 1 colonist eats in 1 season (15.2 days in this calculation):

32 Simple meals weighing 14.08kg worth 800$ base price
or
485 Pemmican weighing 8.73kg worth 1455$ base
#5
Quote from: khearn on April 10, 2017, 01:24:14 PM
Quote from: Kerbin Dallas Multipass on April 08, 2017, 10:59:49 PM
Experimented with drugs:

Luciferium can sometimes save pawns with otherwise deadly infections since it increases the speed at which they develop immunity. (side effects see small print at the end of this advert, yes it also heals scars.)

<SNIP>

...So, I guess it's good to have a handful of penoxy's and maybe 1 luci at hand even in early game.

I haven't played around with Luciferium, but my understanding is that one dose of it might save your pawn from that infection, but will doom him/her to a painful death due to withdrawl over the next 10-ish days. Not to mention the colateral damage when he/she goes berserk.

There's no such thing as taking just one Luciferium. Not if you want to live.

Actually there are scenarios where someone would like to go down this dark path.

It might just be your favourite pawn and want to do anything to keep them alive to continue your story (which gets pretty exciting with luciferium addiction)

It could be your top lvl 14 crafter who makes all those lovely alpacawool dusters your colony sells for money. If he or she comes down with a 90% torso infection @85% immunity you may want to do the maths... Try to save their live for a pill that costs 150 bucks or let them die? Perhaps it's even economically viable to pay 150 every week for their "medication" if one of their dusters sells for 800?

I'm just saying that luciferium can potentially cure otherwise deadly late infections. It's up to everyone to read the smallprint on the back of the pill bottle. It sure has the potential for cool story lines.
#6
I understand that downed colonists drop their weapon. I don't fully understand why that item is automatically marked as forbidden but hey, there is probably a reason.

I always mark gear as unforbidden when a colonist has to be rescued. But still...

Where is that second Charge Rifle? Where did my hunter drop that superior Survival rifle? It ends up in a micro-managy find Waldo kindof annoyance to get the gear back. And to get it back to the person who is good with it.

Suggestion: When a downed colonist who lost a weapon comes back to senses there is a greyed out ? where the weapon is usually dispayed but at least the weapon type can be identified by the player. Bonus: Clicking on it would locate the camera to said weapon.
#7
Experimented with drugs:

Luciferium can sometimes save pawns with otherwise deadly infections since it increases the speed at which they develop immunity. (side effects see small print at the end of this advert, yes it also heals scars.)


Penoxycline and when to take it (I hope I get this right):

Does the Patient have malaria, sleeping sickness or plague?

    Yes:
        Malaria:
            Is the patient's immunity at 61% or higher?
                Yes: The drug will not do anything at all
                No: Make decision based on infection %. The drug will give instant 61% immunity.
        Sleeping sickness or plague:
            Drug will increase immunity by 30% and most likely cure the patient.

    No:
        If the patient has some other sickness the drug won't do anything

        Scheduling vaccination doses of once per 5 days guarantees near complete immunity, every 20 days offers almost guarantees survivability. In other words: Anything on this spectrum buys time without bedrest. Less frequent doses than 20 days still reduces probability.

...So, I guess it's good to have a handful of penoxy's and maybe 1 luci at hand even in early game.


#8
...Game shows an unreasonable x y rectangle sticky cursor that does nothing. Right click is necessary to get out of this.

This only seems to apply to a freshly loaded savegame. In other cases it seems to just use the settings used last.

#9
Since the colonists do not know about the new self tamed animal and the player might have missed the message I would suggest that self tamed-animals stay in an undefined state (that would mean: no medical care) until the player interacts with them in any way. Assigning them to a zone would count as a player interaction imo.



#10
Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't I end up with a lot of "incapable of violence" colonists if I do that too often?
#11
So, a turtle self-tamed at the other end of the map, got bitten by a panther and my doc started walking across the panther infested map to save that silly turtle.

Obviously not a bug but really inconvenient and a little bit illogical.

The only sensible remedy is to react to each and every self-tame message and manually set the animal's health tab and set it to no medical care.

Perhaps this could be smoothened out a little bit?
#12
@nccvoyager

Yea that's what happened.

I guess it makes sense to auto roof when it's a very small area to avoid frustrating situations like "why is my room not getting warm with 5 heaters!" but it seems counter intuitive when your miner just discovered a small valley inside mountain that could be used strategically for solar, agriculture, heat venting or mortars.
#13
...if the newly revealed area is unroofed.

This is outside of my home area and I did not declare any roofing zones.
#14
With auto complete please:)

I don't want pemmican in my walk-in freezer.

I'd like to have a field to type in where i can type "pem" and it highlights pemmican. And I uncheck the checkbox. Done.

Digging through the expanding menus to find certain things can be tiresome.
#15
Challenges are fun. It should be easier to exchange exact map locations.

Instead of

"Use 'myseed' and look at the top left, there's an ice sheet with an average winter temp of -80.1C"

People should just be able to copy/paste individual maps similar to urls:

"Hey, can anyone survive on this map: myseed/34:7/large"