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Messages - Darmok

#1
Can confirm, it's happened to me too. I'd expect them to drop their held items once they return home. But, here is how it happens:

1) Send pawns out on a caravan
2) They enter an encounter site
3) Tell them to manually pick up items off the ground, to be held in their inventory
4) Send them back to base via drop pods (haven't tried with a normal caravan)
5) The pawn will forever hold onto the items they took into inventory until manually told to drop it

Work around for now is to not pickup items with pawns, just load them into the pod via the load pod menu. This was as recent as version 1.1.2570.
#2
After a manhunting pack of wargs showed up at my colony and calmed down, I drafted and ordered Bonnie, my countess, and several other colonists outside to kill all the predator animals on the map. When this was done and Bonnie was undrafted, she immediately picked up the grizzly bear corpse and hauled it to the stockpile. According to her title and bio page, she should not be able to do this kind of work.

Bonnie also happens to be equipped with a link plasma sword, so she was setting these creatures on fire as she killed them. She is also not able to perform firefighting tasks, but she still puts out the fires if drafted and standing next to the flames.

#3
Do the colonists in the caravan hold noble titles? If so, most nobles will refuse to eat packaged survival meals.
#4
Just got a mechanoid cluster quest, it didn't seem too bad so I figured I'd accept it. The only problem is, there were a couple of surprises thrown in. The quest text forgot to mention there was a mortar shield and weather controller included. Normally, when there's an unknown threat included with a quest, the game will usually mention it in some way. Given, this description, I figured that was everything included in the mech cluster, nothing more:


I do have a few minor mods enabled, but I can't see how they would affect the quest system and mech clusters:


Is this working as intended or a bug?
#5
Even without ftl, people still have the cryptosleep caskets to travel long distances. In the in-game description of the stellarch title, it mentions how due to the vast distances between the star systems, they may only interact with the emperor a handful of times over the course of their lives. Thus, they're given much freedom in how they run their systems. So, yeah, they seem to be (or rather were) an empire of loosely connected star systems that all owed their allegiance to one person, the emperor.
#6
Having the psychic amplifier installed on my transhumanist colonist still leaves them feeling frustrated. I mean come on, you've got a bionic implant in your brain that lets you affect the physical world around you, why aren't they happy with this? In my opinion, having one installed on these colonists should trigger their mood buff just like any other bionic part, is it just me?
#7


Two typos here:
First, "Imperials laws restrict" at beginning of last paragraph should be "Imperial law restricts" or "Imperial laws restrict".
Second, "Illegal use the amplifier" should be "Illegal use of the amplifier". The game is literally unplayable in this state! Hotfix now!  >:(
#8
Ideas / Scenario Editor Suggestion
July 19, 2016, 09:43:59 AM
    When I was using the editor, two things came to mind that I would really like to see:

      Forced injury/condition on pawn:
      • % chance of bionic equipment on random/chosen limb
      • % chance of scars on random/chosen body part

      Start near enemy:
      • specify type and number of enemies
      • tech level of weapons

      I think just these two things can really add some variety to the scenarios. When I first heard about the editor, I wanted to make a squad of cyborgs that would have to drop down and have to fight off a group of people to first establish their base. Really looking forward to see how the editor evolves!
#9
Bugs / [A14c] Scenario Ship Chunk Problem
July 19, 2016, 09:27:13 AM
I'm using the scenario editor and I've noticed the default scenario has a "spawn randomly: ship chunk x3" parameter to it. If I try to add this manually to another scenario, "Ship Chunk" is no where to be found on the list of items. I can make it spawn components just fine, but that just isn't as fun. I wanted to make a desert full of crashed ships for my poor colonists to scavenge, but it's rather difficult to setup now. I have to edit the default scenario to do it.
#10
Quote from: stranger080 on August 25, 2015, 07:05:05 PM
so I make a test colony (couldn't get a part pregnant though, odd), and forced a birth, it actually spit out another colonist!
EDIT: here's a picture of the health and info of the colonist (original picture too big :( )

Colonist relations and repopulations confirmed A13?!
#11
Found out about it on a thread on 4chan about DF-like games. It looked like the most promising game in the thread, so here I am.
#12
Ideas / Re: A Gratuitous Amount of Suggestions
June 27, 2015, 08:58:30 AM
I really, really want roofed areas without enclosed walls. I've been wanting to design an outdoor bar forever now with a roof over it, so no one gets rained on. I think I have a workaround for it though, but have yet to actually try it. The idea is to enclose a large courtyard area and designate everything as no-roof-zone except the area you want roofed. It's a bit of a roundabout way of doing it though.
#13
If you're using mods that let you make bionic parts from plasteel, chances are the part will be worth more than the plasteel used to make it. Therefore, to easily get more plasteel, save up a little to get enough plasteel to make the first part. Sell it, use the profits to buy even more plasteel. Rinse and repeat. I started doing this on my last colony before they all got wiped out. Was making 2-3k silver on my third batch. If I had more starting capital, it would have been even more. So just do that and get all of the anything you need.
#14
Ideas / Naked vs. Tattered Clothing
June 26, 2015, 05:11:34 AM
I was looking through my colonists' needs and info tabs when I noticed the debuff for being naked (-3) is the same for wearing tattered apparel (-3). Are clothes at <50% durability so ruined that they do not adequately cover up the colonists? It just seems a little silly that a little tattered clothes are just as bad to a colonist psychologically as being completely exposed and naked. Perhaps the tattered clothing debuff should be lowered to -2 or maybe it should become active at a lower durability %, like 30% or so?
#15
General Discussion / Re: Human verification fail
June 23, 2015, 02:25:10 PM
Heh, technically it's not wrong. Most people are used to mixing colors, which filters the light as it passes through multiple layers of color resulting in the color combinations that most people are familiar with. When the light itself is added in different combinations, like in a computer monitor, the primary colors change to red, green, blue.