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Messages - Instructor

#1
Let's face it, caravans are a failure. The packing spot doesn't help. I've sacrificed 10+ best soldiers into a chain of mental breaks, it's not worth it to move steel, bricks and minerals from one hexagon on the map to another 2 steps nearby. It takes Flake + Wake Up + Catharsis to get moving if the colonists survive at all, into a 10 days packing period [and if you failed, it turned into -(packing days) of unpacking.]

Just thinking about forming a caravan with individually clicking every Alpaca/Muffalo to see them collapse one by one makes me cringe, and if one of the pack animals was already packed from the previous failed caravan, you're overweight and have to dump some of your stuff because it wouldn't count the weight an individual animal was already carrying.

Please someone create a straight up hack until caravans are reasonably managed in-game.
#2
Hi!

I like your approach and the mod!
#3
Hey Dingo, great mods.

What is your opinion on that

The specialized craftsman stays at his station and does not leave it during bill order. An intelligent animal assigned to follow master will bring in materials for next crafts or bills, and takes the produce from the other side of the table.

I already do this kind of work order rather awkwardly with 1x1 stockpile zones for mats and drop on floor to keep the craftsmen in their station while the haulers run around. Haulers seem to stress the system a lot tho.

This sort of programming seems fitting for me on 3x1 stations, an in 3 blocks for to-do / in process / finished.

Hand me those mats.
#4


The specialized craftsman stays at his station and does not leave it during bill order. An intelligent animal assigned to follow master will bring in materials for next crafts or bills, and takes the produce from the other side of the table.

I already do this kind of work order rather awkwardly with 1x1 stockpile zones for mats and drop on floor to keep the craftsmen in their station while the haulers run around. Haulers seem to stress the system a lot tho.

This sort of programming seems fitting for me on 3x1 stations, an in 3 blocks for to-do / in process / finished.


[attachment deleted by admin: too old]
#5
Could I modify LessBeepBoop to only apply to animals? I'm macro player, growing a huge farm and there's no need for me to be announced for animal births etc. but I still would like to have the rest of beep beeps.
#6
Well wild bushes and trees still sprout on 0 fertility tiles.
#7
Ok since I'm the 1st one, I would still appreciate some directions as how to deal with this auto-death issue.

Top left notification -

The colonist is simply auto-dead, no decapitation, no prior injuries.

no injuries -
#8
It happened to me 3 times so far, a colonist is auto-dead with the reason "Ate baked goods".
#9
The auto death by choking from baked goods is imba. Even a heart attack gives the player an attempt to save the colonist, but choking kills them in an instant.
#10
Currently growing zones can't be placed on low fertility tiles. For the sake of growing crops that is fine, but growing zones are also placed for auto harvest wild bushes, and those can appear in low fertility tiles as well.

I would like to place growing zones anywhere, including sand for the sake of macro controlling wild bushes harvest instead of micro controlling it. Seems more of an in game option for an advanced player that could be enabled, but I would very appreciate a mod.
#11
Hello, since I've installed your mod my game has been having sound issues with loud 'thump' in the speakers, it's hard to explain what it is but it's happening frequently. I've already started a new colony without VGarden and it's clean of sound issues.

Can I have any advice as to how to deal with it?

edit: A second game without vg has same error so not related error.
#12
Quote from: Icefrenzy on January 23, 2017, 08:57:47 AM
Quick question, does the game account the robots as a colonist (Besides MAI) during raids? Just wondering if the game scales up the raid and incident difficulties while accounting the bots as a colonist

I couldn't find an answer to this question. Would anyone oblige please?
#13
Mods / [Mod Request] Allow Deadman's in Outfits
February 13, 2017, 06:37:04 PM
I don't mind the Deadman's devalue, what I do mind is when assign a Soldier outfit during an ongoing attack a colonist will not wear a Deadman's armor while there is no better equivalent. This is usually the matter from what I've observed, colonists will not wear Kevlar helmets and Military helmets (D) but will wear Power Armor helmet (D).

I am looking for a a tweak to allow me to *Allow Dead Man's in Assign \ 'Outfits'  (the usual worker/soldier menu), or even a point in the right direction to make it myself.
#14
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 11, 2017, 04:22:15 PM
Where's the smokeleaf tho?
#15
Outdated / Re: [A16] RimFridge
January 27, 2017, 08:09:06 PM
ty