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 - lewinthistle

#1
Bugs / 0.11.834 self-burying corpses
July 04, 2015, 06:45:43 AM
Steps to reproduce:
- Dig a grave. Don't fill it.
- Hunt an animal. (Example: a hare)
- Kill the animal while it's right on top of the grave.

Expected outcome:
- Rabbit dinner ready to be brought home for butchering

Actual outcome:
- Rabbit gets instantly buried in the grave, and colonists go hungry.
#2
Ideas / Re: Psychology system
April 27, 2015, 07:30:57 AM
Seems promising.
#3
Ideas / Re: Ingame bug reporting
April 24, 2015, 09:36:39 PM
At the company I work at, in-product user-supplied Feedback is a pretty important source of bug reports. Also making it easy to submit all of the pertinent information can make the developer's life easy.

+1
#4
Ideas / Re: [Story] Imagine a Storyteller !
April 24, 2015, 09:34:02 PM
Quite interesting options. Some of them look like they'd be easy to make, and some of them look harder.
#5
Ideas / Generated stockpile names
April 24, 2015, 09:19:14 PM
I have a hard time keeping track of the fact that stockpile 1 is my food stockpile, stockpile 2 is my carcass stockpile, and stockpile 3 is my general stockpile.

Suggestion: For stockpiles where the player hasn't manually set the stockpile name, set up some code that picks a "most likely" stockpile name based on what the player has chosen to store in it. So if I choose to store both rice and corn in a stockpile, take the least common parent of these in the item hierarchy and call it a "food stockpile". If I choose only to store hops in the stockpile, call it a "Hops stockpile". If there's no reasonable thing to guess, then just use the existing generic "stockpile 3" naming scheme.

Possible tweak: If the stockpile happens to have a sub-zero temperature, prepend "Frozen" to the stockpile name.

(Doing something more complicated like calling it a "Food and Steel stockpile" probably has diminishing returns, and isn't worth the complexity of trying to code up).
#6
Ideas / Bills can specify source stockpile
April 24, 2015, 09:13:17 PM
Currently bills can be set to pull ingredients from a radius. Add a new option to instead pull ingredients from a specific stockpile.
#7
Ideas / Contextual menu command for mining
April 24, 2015, 09:11:17 PM
With alpha 10, there is an introduction of a contextual menu for chopping down trees (i.e. click on a tree, and then you can see commands you can use on the tree. Namely chop it down.)

Rock walls don't have this feature. It would be great to add Mining as their contextual menu command.
#8
This is not just OCD. Efficiency matters.
#9
General Discussion / Re: Favorite Color of Leather
April 21, 2015, 10:57:03 AM
Muffalo has a nice blue.
#10
How to Reproduce:
- Injure an enemy enough until they go unconscious
- Highlight a drafted colonist
- Choose "capture" on the enemy.
- Deselect the colonist, and then re-select.
- Undraft the colonist before they manage to make it back to the prison
- The colonist will now drop the unconscious enemy
- The unconscious enemy can no longer be captured

Expected:
- unconscious enemy may be captured again
OR
- colonist continues hauling the enemy to prison
#11
How to reproduce:
- Find a tree that is not fully grown
- Click on it.
- Choose the new contextual "Chop down Tree" button.

Expected:
Either I can't chop down the partially grown tree, OR when I choose the "Chop Down Tree" action from the Architect menu, then I /can/ chop down a partially grown tree.