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Messages - mcgnarman

#1
I'm digging A18 so far. I haven't noticed any bugs and the way the new events work into the system is pretty nice. Since some of them are harmless, it's nice instead of every time an event happens you go "oh shit". I really like the new caravan quests but haven't completed them all yet.

Also the new tech tree is soooo much slower, but I kind of like that too....
#2
General Discussion / Re: Easy way to kill thrrumbo
August 04, 2017, 11:18:17 PM
I unleashed my hive of dromedary's on them. Didn't take long at all
#3
General Discussion / Re: Drug Storage?
July 21, 2017, 08:24:06 PM
I would be curious if putting them in a room and forbidding the door would be enough. Then someone on a binge would have to break the door down first.
#4
Quote from: Names are for the Weak on July 18, 2017, 05:32:26 AM
Two of my colonists were crushed under a psychic ship during their wedding.

Holy crap. Imagine if you could get a large sculpture made depicting that in game too.
#5
Ideas / Re: Display EFFECTIVE skill level
July 18, 2017, 12:58:08 PM
I like this, but the numbers mod does this for me.
#6
I would say your thought process is correct. Just as in ice sheets you can't get caravans or visitors because it gets too cold.

Never experienced immediately completing a quest due to it tho  ;D
#7
I still do tailoring. I have the guy who is training make TShirts and set that max skill to what I need the stopping point be and set the minimum skill of other items to what my best tailors skill is at.

This way I'm always making clothes, but my low skill crafter only makes tshirts and the high skill makes everything else.
#8
General Discussion / Re: Worst colonist ever
July 17, 2017, 08:42:10 AM
Quote from: Edixo on July 17, 2017, 05:53:19 AM
This guy arrived in an escape pod. Suffice to say, I didn't rescue him.
Looks like a great janitor to me!
#9
General Discussion / Re: How many more Alphas?
June 14, 2017, 12:15:52 AM
Quote from: A Friend on June 13, 2017, 08:22:52 PM
When the faction system is finally expanded upon and becomes a core part of the gameplay experience. Because imo, that's the only major feature that hasn't been fleshed out yet, preventing the game from truly being called "complete".

What are your thoughts on a better faction system? I find myself wanting it "better" but don't really know how it could be that way.
#10
I always capture them when I want to keep them.
#12
Quote from: Randal Miser on June 06, 2017, 05:29:36 AM
Quote from: giannikampa on June 06, 2017, 05:02:52 AM
Not that sure corn rots in 6 days of travel only. I can think you read that in 6 days some food in your inventory is going to rot. The sistem tells you the minimum rotting time between all the food you are carrying.

My concern (almost) about the topic of this post is wether caravan members will eat the fastest perishable food in their trip then pemmican/packaged meals.
But wait, there is more! In the case metoned above,  will they randomly eat that corn then arrive to destination to discover they have not enought corns to fullfill the request?

Christ, I think you might be right.

Actually I think the corn will rot in 58 days POSSIBLY, unless the game is lying to me, and that the calculation is basing it off of the damn simple meals everyone are carrying around.

I'm gonna give this a shot and see what happens.

Yes you have to make your pawns drop the simple meals they carry for the caravan page to tell you how long until everything spoils. Got fooled a lot by this in A17 at the beginning. I was like "How does pemmican all of a sudden spoil in 6 days???" Then realized one pawn had a simple meal in inventory.
#13
General Discussion / Re: Blockmaking in Alpha 17
June 06, 2017, 08:34:39 PM
Quote from: JMC on June 03, 2017, 03:42:23 PM
Quote from: O Negative on May 27, 2017, 07:27:43 PM
I'm personally entirely against this newfound A17 philosophy, with respect to crafting jobs giving experience to other categories.
- Having a job's category not give the experience to that same category is entirely unintuitive to any player (new or veteran). In the long run, you're just going to keep ending up with threads like this one due to confusion from newer players. "Why is a(n) X job giving Y experience? This makes no sense."
- Pawns that are capable of crafting, but are incapable of the skill the experience is actually going to become stagnant (with respect to skill). Having a potential experience sink like this in the game is absolutely frustrating. I have never been in a situation where I needed my crafter and constructor to be the same person, and the last thing I need is for my lower-skill crafter to miss out on any potential crafting experience by wasting his time gaining experience in a job he's never going to do.
- There's nothing wrong with allowing workbenches to allow for bills assigned to other jobs. Construction/intellectual jobs at a work bench wouldn't hurt. We already have a workbench for intellectual, actually; the research bench.

That's my two cents on the topic :/

I just realized the skill problem today and well, you beat me to it. Well said.

Huh I guess I never thought of it that way in regards to drug making. I guess I was so used to uses stonecuttinng as a crutch for increasing crafting.

I can kind of see it's worth now.
#14
Ah thank you, I couldn't search for that one.
#15
I just noticed that now stone cutting increases the construction skill, but you have to have a pawn able to craft to do it. It seems odd it wouldn't increase crafting either, however, I like it to easily increases ones construction skill.

Was this a recent A17 change? I can't recall when that might have happened.