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Messages - Bairne

#1
General Discussion / Re: Infestation question.
May 15, 2016, 09:39:02 PM
I had basically the same thing happen, Xav. Since remove my rock roof I haven't had a single issue. At least, not in my base. The mines... well...
#2
Sort of on topic: has anyone considered putting a bunch of fueled generators in a greenhouse for warmth? Less heat, but cheaper so long as you can supply the wood.
#3
General Discussion / Re: Infestation question.
May 15, 2016, 08:27:00 PM
As far as I can tell, all they really require is at the least a "rock roof." So... if you can, remove the roof, replace the roof (as it will now be "constructed") and then wall in front of the other natural rock tiles. Beware any tile that says "mountain overhead" as that's not removable.
#4
General Discussion / Re: Trouble repairing
May 15, 2016, 08:24:09 PM
Quote from: Vaporisor on May 15, 2016, 04:46:16 PM
Make sure is home zone.  Can only repair if it is in homezone.

Ugh... you have no idea how stupid I feel now. It happened again (to a geothermal gen.,) and this was the issue. I assume it's what stopped me from repairing the cooler, too, since that was in a very new spot and I turn off the auto home feature.
#5
General Discussion / Re: Trouble repairing
May 15, 2016, 04:18:12 PM
Ran into this bug as well. I could force said pawn to repair something else, but there wasn't even an option for the broken down cooler. Eventually I did the same as the OP to fix it: tear it out and build a new one.
#6
If you can get your hands on some chickens you'll never need to worry about it. The eggs replace meat really, really well. One egg for a fine meal, two (IIRC) for a lavish.
#7
Love the mod, but I can't help but feel that the parts you replace with bionics or what have you should be "lost." I typically replace arms and legs due to multiple or deep scars, and it's odd to get a perfectly healthy replacement during the surgery. Maybe an exception made for replacing bionic for advance bionic, but a scarred arm becoming perfectly usable with no penalty for the harvest because it was done during an upgrade doesn't seem very balanced.

I'd also like to point out that everything seems to be listed twice in the stockpiles. Once in the actual listing (as a sub of say bionics) and again after all the categorized listings. Changing one seems to change the other, so it's only a matter of being a screen hog, but I figured I'd point it out.
#8
Quote from: Tynan on March 23, 2016, 12:02:00 AM
The problem is the same with a lot of similar issues, which is that there's no really good way to determine *why* an event happened for AI purposes.

As in, a guy starved to death - how do we know it was intentional by the player, and not just because everyone is starving?

A trader starved to death or burned to death - should his faction get angry? How do we know?

I can think of ways try to detect it but it gets tricky.

For starvation, why not just do a check on death to see if they can/could have pathed right then? If they can't find a path (regardless of their actual mobility/ability to follow said path) from wherever they are to the edge of the map then apply penalty. If they can, no penalty.

The same could be done for colony pawn starvation. If the door is forbidden and thus blocks the path to the edge of the map upon death = euthanize penalty.

Taking it one step further: do this check on downed rather than death, so that the player can't just deconstruct the obstacle before it dies. I'm not sure how memory intensive this would be rather than just checking during the death event since that likely runs relatively quickly while the data from the downed event would have to be stored for a while.
#9
Have you considered just being a bit pickier with the colonists you keep? As long as you're below the critical cap the chances for new ones are actually pretty good.
#10
Mostly works best to prevent damage to your ranged pawns from gunfire.

I only really use it if there's a solar flare and a raid at the same time, meaning I'm likely to exchange shots with raiders. I suppose if you want to risk someone out front with a shield that will work, too, but they actually seem rarer than power armor for me. Power armor I can make, shields I have to get lucky on a raid or merchant with. Granted, I tend to stop using stuff at 50% to avoid the thought hit, so the shield would be short lived.
#11
Quote from: b0rsuk on May 06, 2016, 12:18:36 PM
*snip*Big fuss was made about relationship system. In practice, they're much less important than Cooking skill.

On this one I'd actually disagree. If you can manage to make people hook up the bonus from that is extreme. Aside from the actual events, which will keep pawns happy, period, for quite some time (2-3 seasons IIRC,) they get a consistent bonus each night of between 7-22 with the average being 12. That's an amazing boost.
#12
General Discussion / Re: Scaring
May 06, 2016, 12:01:35 PM
Mkay. After some more playing around it does seem to be at least somewhat preventable. The key trait seems to be the abrasive trait. Most fights, it seems to all boil down to this one pawn that keeps insulting people - typically those who are disfigured already. There are others than do it here and there, and there are issues with certain traits (hard worker vs lazy and such), but hopefully arranging an "accident" for that one will give my colony a little peace. And fewer eye gouges.
#13
I figured I'd point out one thing that no one seems to have mentioned: the room bonuses stack. If they use the rec room 3 times then they get the bonus 3 times. Same with the dining room, though that's harder to do unless they're having a beer or three throughout the day. I don't know the max stack, but it does stack, and it needs time between each activity. An immediate switch between playing pool or playing chess doesn't seem to trigger it, but playing pool, grabbing some food, then coming back to play chess does.
#14
General Discussion / Re: Scaring
May 06, 2016, 02:39:46 AM
Quote from: pktongrimworld on May 06, 2016, 01:19:34 AM
all it takes is 1 knuckle to hit the eye...

> shaped fist vs
l shaped fist

If you're talking about a raised metacarpal knuckle, give that a try sometime and let me know which breaks first, the eye or your finger.  ::)

Generally a fist will stop once it hits the eyesocket, thus stopping any knuckle on a normal fist from doing much to the eye itself. If someone raises a finger to expose the point they're actually much more likely to smash into bone and break the finger, it makes the punch very awkward to do, and the contact itself will generally be enough to push the finger back into place regardless of what someone is trying to do with them.

As a proof of that, make a fist with a raised knuckle and punch your open hand. You'll notice a brief second of contact before the finger is pushed back into place (or much further and quite painfully out of place,) and you'll have to adjust how you try to hit the hand, landing along the knuckle instead of along the metacarpals and the knuckles where they connect to the carpal bones.
#15
You can do it with enemies, too, though that may actually end up a little depressing. Always fun to watch enemies score hits to critical areas with a 1% chance to hit...