Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Soesah

#1
Ideas / Re: Rationing food
May 04, 2016, 08:52:44 AM
Quote from: hwfanatic on May 04, 2016, 06:09:10 AM
Nutrient paste dispenser uses less resources per unit...

That's only if you upgrade the nutrient paste dispenser, and only by a small margin.

Quote from: Divinion on May 04, 2016, 07:51:42 AM
Only thing I think they should do is make it so you can choose what type of meals you feed your prisoners (as I mentioned in another post).  Hate when I am just barely doing Lavish or Fine foods and end up feeding them to my prisoners over Simple Food.

I agree that you should be able to select what kind of food to allow your prisoners, just like the kind of medicine.


My suggestion though is to add a bit more depth and option when not a lot of food is available. It's the difference between feeding two colonist a little over feeding only one.
#2
Ideas / Rationing food
May 04, 2016, 04:03:12 AM
Would it be a nice addition to the game to allow cooking, but with fewer resources?

Right now every meal takes 10 food to cook, but how about an option to ration supplies so that 5 food are taken for a meal. This will still make the colonist hungry, should make them tire more easily, but at least prevents starvation, and allows you to keep more colonist alive in harsh conditions.

Perhaps there already is a trait, or one could be introduced, by which a colonist steals food in case of rationing because he wants more to eat. This in turn could be a cause for conflicts, due to  negative mood effects in other colonists.
#3
Thanks, that worked great.

I tried adding the tag to the Name="BenchBase" node, but that had no effect. And why do I need to copy the entire ThingDef? By copying and using the same name, am I replacing or extending the old one?
#4
Help / Making production tables (un) installable
April 29, 2016, 09:25:35 AM
How can I make the production tables 'moveable', for example like beds, which can be installed and uninstalled. Is there a flag in the XML for it, or is there something else I need to do?
#5
Yeah, I have two with the same thing... not keeping track, but I think also close to a year... I was wondering the same thing.
#6
Bugs / Existing structure not repairable
April 17, 2014, 07:09:44 AM
I'm not sure it is a bug, but if you move in to an existing structure, and it gets attached and damaged, you cannot repair it. You can't deconstruct it either, so in the end, you end up having to rebuild it.
#7
Ideas / Factions and relations in later game
April 16, 2014, 08:22:07 AM
I started a colony, and after it went through some troubles I finally got it built out to the point where I could hold out against any wave of raiders and had all the other factions bought off to 100 relation positive points . I had ten or twelve colonists, six miniguns and a good defence with a narrow sandbagged hallway for the raiders to come through, opening up in an area without cover, where I would catch them in a crossfire.

At this point two things caught my attention:


  • Firstly, the one group with which I had hostile relations just kept pouring out wave after wave of raiders (at the normal intervals). This seems odd to me, since my colony only had twelve guys, and they were throwing thirty at me every now and then. I can believe they were a bigger group, but at some point it becomes ridiculous that they would have so many to spend.
  • The second thing that I noticed/which happened was that visiting colonists from other colonies would leave in a badly timed way, getting caught in the crossfire.At this point they no longer wanted to communicate and so relations were lost.

I also pissed of another group to the point where I could no longer bring relations back up.

I would like to suggest that factions come and go as colonies come and go. I mean that they perish as colonies perish and new factions come forward. This makes it plausible that large groups keep appearing, since they come from new factions. It also makes it impossible for you to have good relations with everyone, since they might perish, and be replaced with a faction that no longer has good relations.

I would like to see it possible to have good relations with all factions, but not ad infinitum.