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Messages - Casazzo

#1
I know of the mod. But it should be in vanilla, alone for the fact, that you have 3 variants of crafting. (smithing/tailoring/crafting).

Just throw in flicking/firefighting and hauling and you are already at 6 for your average crafter, that isn't even a doctor.

And i don't think of it as a big piece of work, either. But i may stand corrected.
#2
I encountered a similar glitch with a carvan ambush. They downed my lone colonist ... walked around for a while and left the pack animals with all the silver (around 3,5k) to take him hostage. That just felt weird and i expected it the other way round. Why leave the tasty muffalo with all the cash to take the moron sheperd?
#3
General Discussion / Re: 8x7 or 7x7 Bedrooms?
May 22, 2017, 03:53:06 AM
In a17 i know for a fact (just did it yesterday), that you are able to achieve "impressive bedroom" with a 4x4 room and 3-4 small statues. That's the only thing that counts imho, because it makes theese "greedy" colonists happy and the others won't mind sleeping in it while having a decent floor.

At this game i am using 11x11 blocks with 3 space-wakways inbetween. Theese can be parted in four 4x4 rooms. I am planning to switch to 13x13 blocks after i encountered the new sun-lamp-growing-space. That will result in four 5x5 rooms or six 3x5 rooms. I will report ;-)

Be aware, that impressiveness (giving the bonus) has nothing to do with size. Small rooms just make it harder to achive, because the smallest stat of a room (wealth, size, ...) has a hampering effect.
#4
Thx Calahan. I will do that.

I still like the idea of Patreon. Supporting an ongoing developement and being able to stop it, if the need arises because of different reasons. I am doing that with dwarf fortress and some other things i visit playing regularly.

#5
Hi

Can we please have priorities from 1-9 like in some mods? I do not see any downside to being able to differentiate more fine-grained. The old 1-4 system makes handling larger colonies ... not so nice :-)

Thank you!
Casi
#6
Hi

Can you please send me your patreon account via PM? Or post it here.

Seeing the game constantly improved in a very good way and having played it for more than 500hours times and again i feel like i underpayed. So i want to support the ongoing developement.

Casi
#7
General Discussion / Re: *Facepalm* Dumb siege
January 09, 2017, 09:59:21 AM
If the base is larger than 30 tiles they can.

They will probably do more damage with their hands though.
#8
...

! The ability to rename and set an unpause/pause-setting for crafting-jobs like atm provided by the mod: EnhancedCrafting https://ludeon.com/forums/index.php?topic=27716.0

! The ability to set an ignore/unignore-setting for storage-spaces like atm provided by the mod: HaulingHysteresis https://ludeon.com/forums/index.php?topic=26958.msg274049#msg274049

(- Better pathfinding https://ludeon.com/forums/index.php?topic=26563.0)

(- The ability to move crafting benches like provided by the miniaturisation-mod https://ludeon.com/forums/index.php?topic=20619.0 )

I personally(!) feel like playing without theese mods is like playing with one arm and one leg bound. I am playing with much more mods active, but theese four are especially important for a normal gameflow.

I am especially interested in not destroying the balance of the vanilla game, so i don't need more or stronger weapons, no entrenchements, no dozens of new apparel items. Just all the little enhancements, that mak you feel as if you build a "clever" colony without "stupid" repetitions etc.

Thanks for considering!
Casi
#9
Quote from: Grishnerf on December 30, 2016, 11:53:00 AM
wearing dead mans Cloth, lol
craft your own stuff, much better and better to sell anyway.
i dont get the People that Strip 20 tribals and collect 30 items to sell for 300 silver lul.
i just craft 1 alpaca wool chair in 5 seconds to sell for 1000 silver.

and even it you Strip the clothes from living pawns before you kill them, the items still have lost durability etc-
no worth at all.
wearing it? lol
i wont even sell it, all gets burned. <80% durability <superior

^^ this.

But i agree, that the D(ead mans clothing) is unneeded. Just reduce the durability by random 10-50% and all is well. Less modifyers to watch for and programm mods for.
#10
Ideas / Re: [Easy] Make a 'Loading/Gathering zone'
December 27, 2016, 05:17:23 AM
Yes, i did :-)

But a very nice person already did make a mod for that. Thx!

https://ludeon.com/forums/index.php?topic=28678.0

Should be included into vanilla for a17 though.
#11
Ideas / Re: Using chemfuel as fuel
December 27, 2016, 05:12:42 AM
Sound idea! And very easy to balance and implement. +2 to you .-)
#13
Ideas / Re: [Easy] Make a 'Loading/Gathering zone'
December 26, 2016, 06:06:49 AM
At the moment, they just pick a place outside your homezone and start to gather the load. You can only select one of four directions. That may just be a LONG way from the cargo, though.

Better would be a placeable spot, so you can take some influence.
#14
Hi

i would suggest a loading and gathering zone comparable to the mariage and party zone. It would make ai behavior a  lot less stupid erratic.

Cheers
C
#15
General Discussion / Re: Why megasloth and penoxycline?
December 23, 2016, 03:04:49 AM
Quote from: Zombra on December 22, 2016, 02:40:35 PM
I like "Penoxycyline" actually.

But bring back Megatherium! (please)

^^ this