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 - Lazybun

#1
Is there any way to fix CR-related bug with colonists instantly dropping picked up(to eat later) food? It occurs with all kinds of cooked food from HSK. Logs show nothing when its happening.

Edit: nevermind, i didn't know you could select food via infinity icon in loadout. Would be nice to have separate section for food in addition to ranged>melee>ammo to make it less confusing.

Edit2: would be nice to make it possible to prevent pawns from taking food with them, they eat it at away from diner room all the time.
#2
Quote from: Goo Poni on January 11, 2017, 05:57:21 PM
Related topic, how many lamps do you have in your house that blind you with a 150w bulb? Or even a 80w bulb? I mean, fluorescent tubes I  can buy right now off the interwebs use >20w. One wood-fired steam generator runs maybe 5-6 lights. I think the strongest bulbs I have in my place are 60w. That's 12 lights instead of 5.
If you want to get to it from realism point of view, fluorescent/led lamp is a high-tech product, so we'll need a component requirement for energy-saving lamps.
That aside, having a 150w lamp in communal areas is the most common solution - you can barely read with one 80w lamp unless its right next to you.

Assume that 1 tile in game = 1x1m area. now imagine using single 60w bulb over 4x4m or even 6x6m area.
#3
Releases / Re: [A16][MODLIST] Glitter Tech
December 26, 2016, 07:09:55 AM
Quote from: Primal Lord on December 25, 2016, 05:21:04 PM

So does roughly 15 days to plant a field large enough to grow 1 full rimworld year of rice for 5 rimpeople sound fair to you?  Basically equating out to 1 tile of tilled soil equaling 0.26 rimDays,  or ~6 rimHours of work to create.

With those numbers, it looks like the most correct way to handle this (obviously, from my point of view) is to:
-create fetilizer from corn/potatoes/rice/hay, simillar to making kibble. I'm not sure if its possible to make compost using rimworld mechanics (i.e. leaving recycled plants on some area to 'age'/'rot' to create usable fertilizer after a couple of seasons.
-grow sod with long cycle, yeld something like 100 sod(since its mostly haul job to create new soil) per tile per 1,5-2 seasons
-use 20 fertilizer and 100 sod to create 1 tile of soil on smooth rock
-if possible, make it possible to create soil on concrete with increased cost of 200 sod - to build it on sea ice
-use 20-40 fertilizer to make tiled soil
#4
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
December 25, 2016, 01:20:06 PM
Would be nice to have an ability to change priority for maintanance via HugsLib mod options, right now it is essentially only manually controlled - either disable all construction tasks or click 'maintain' manually to get it done.
#5
Releases / Re: [A16][MODLIST] Glitter Tech
December 25, 2016, 01:07:47 PM
Quote from: theubie on December 25, 2016, 12:25:51 PM
Once the tile is turned to normal soil, you have no way of knowing if it is/was ever rock, so adding some special requirement for those isn't possible.

I suggested making ALL tiled soil construction work/resources cost to be high, since it provides hydroponics-level bonus to growth without any downsides for only 1 work point.

There is an issue of tiled soil  turning 'rich soil' tiles essentially as useful as 'gravel' tiles. I think ideally it should be a multiplier to original terrain quality, but I have a feeling that its too troublesome to script correctly.

The gist of my suggestion is to make whole mod more vanilla-friendly, where you have several choices, but everything has it's price.
And, since its a permanent maintenance-free solution, price should be high enough to make player consider a 'meh i should just put some hydroponics basins here for now, there are more urgent matters to handle first' option.
#6
Releases / Re: [A16][MODLIST] Glitter Tech
December 24, 2016, 07:58:06 AM
I really like tiled soil idea, but isnt it a bit too cheating? Soil on rock provides free alternative to hydroponics with ability to grow good stuff - trees, hay, corn etc with nearly the same growthrate when using tilled soil on top.
My suggestion is to force player to use hydroponics/generic soil first and slowly upgrade to your soil tiles with the excess of gathered resources.

Tilled soil:
reduce growth rate to 140-150%
add workload requirement on-par with sterile tiles
make it use some sort of fertilizer (cave flora mod uses potatoes directly for that purpose, for example - or add recipe/workbench to make fertiliser item from corn/hay/potatoes)

Soil on rock surfaces - add big workload requirement on top of smooth rock and double-triple amount of required fertilizer in comparison to tiled soil tiles. Creating a fertile field on a bare rock is a hard work, you know? :P


And, thanks for your mods, Glittertech is the only mod that makes me want to stop using combat realism.
#7
Outdated / Re: [A16U] Combat Realism v.1.6.9 (20.12.16)
December 20, 2016, 10:58:27 PM
Quote from: Didact04 on December 20, 2016, 03:35:11 PM
Just tested it now, animals hunt and kill other small animals normally in A16 without mods on. It appears to be something to do with CR.

Tested it with a bunch of other A16 mods, only CR gives such an error.

Time to start another -100*c arctic playthrough for now, i guess