Quote from: Szara on April 22, 2017, 11:53:58 PMYeah the only reason I was hesitant on using it was because I only wanted the 1-9 based on your information I'm going to try it out.
The in-depth job by job format is optional, you can just use it to have a 1-9 priority, that's what I do. By default the work tab starts in the simple on/off mode like vanilla, and you click to enable the numerical priorities, that's it.
And I doubt anyone is going to remake Fluffy's work tab for the sake of removing 75% of it but otherwise doing the exact same thing.
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#1
Mods / Re: [MOD REQUEST] More work priority numbers.
April 28, 2017, 04:39:33 PM #2
Mods / Re: [MOD REQUEST] More work priority numbers.
April 21, 2017, 05:45:20 PMQuote from: BlackSmokeDMax on April 14, 2017, 01:42:21 PMQuote from: dburgdorf on April 14, 2017, 11:16:23 AMWorkTab sounds interesting but I just want the scale none of that extra stuff.
I don't actually use it myself, but I believe Fluffy's Work Tab both breaks down work types into their component elements, allowing for more detailed settings of exactly what each pawn is and isn't supposed to do, and allows priorities to be assigned on a 1-9 scale instead of a 1-4 scale.
Fluffy's work tab does do both, one is optional, the other is something you can set.
For the numbers, you can set them from 1-x where 9 is the maximum x.
For the breakdown into certain jobs, that is the advanced "Dwarf Therapist" mode. You can use that or not and still have the 1-x numbers.
#3
Mods / [MOD REQUEST] More work priority numbers.
April 14, 2017, 11:08:20 AM
Having 1-4 in my colony is sometimes frustrating and don't start giving me tips on how to manage a work tab. What about something like 1-8?
#4
General Discussion / Re: Anyone have a system of restraining/punishment in their colony?
April 01, 2017, 11:48:49 AMQuote from: Ukas on April 01, 2017, 07:18:55 AM
Your system seems pretty thorough. Don't people escape a lot from your prisons?
Just two punishments:
- I'm okay with colonists using weed and booze, but multiple assaults or fights under influence results solitary time in detox cell, until the addiction is gone.
- Killing more than one colonist results meeting with a firing squad. This is what I call the "Hartman Code". There's a story. Hartman was a skilled colonist; good builder, crafter and shooter, plus okay medic, so he was the MVP in first few caravans. But he had a temper, even there was no obvious reason for it such as a problematic trait or an addiction. He was often in fist fights against other colonists, and even killed another valuable member of community. Accidents can happen, so that was not punished, but then one year later, during a caravan trip, he killed another. Couldn't punish that one either, because survival of returning caravan was a priority. But when they got back home he immediately picked up a fight with another colonist almost killing her. After that he was put against a wooden pole and shot by a six member execution squad, thus giving birth and name to the Hartman Code.
Did the guy have negative relations with almost every colonist?
Also the people who get the five year sentence sometimes do but then it just results in me expanding the time their in there if they do any injuries, normally if they try
a) If power is up my turrets gun em down.
b) If no power I send people in with awful quality pistols to restrain them.
#5
General Discussion / Re: Need help please!
April 01, 2017, 11:47:49 AMQuote from: Greep on April 01, 2017, 02:22:15 AM
If you play in debug mode does the log say anything? If it's not roof or poison ship, that's a mystery.
There is a poison ship but it is halfway across the map and the snow around it isn't even near my colony's borders?
Could that still be the issue?
#6
General Discussion / Anyone have a system of restraining/punishment in their colony?
March 31, 2017, 09:32:49 PM
I mean I know you don't need one but when you got a successful mid-late game colony with a lot of people getting all the tasks done. It's fun to put one in place.
My system of punishment is:
By the way these are different punishments you may receive.
Injuring another colonist which results in a minor non threatening life injury:
-Up to 2 seasons (30 days) in prison.
-Up to a year (60 days) of being restricted indoors (Give them the good ol cabin fever)
-Room size gets downgraded to those really small ones I made at the start of the game which is like 4x1 and this is for 1 year.
Injuring another colonist which results in a major life threatening injury:
-Up to 2 years (120 days) in prison.
-After prison time you are restricted indoors for another 30 days.
Killing a colonist:
-Very long prison sentence. (5 years or 300 days.)
-After sentence restricted indoors forever.
Killing multiple colonists:
-Life sentence in prison.
-Organ harvested kept in prison for a year and then sold off to a slaver.
-Being fed to the local wildlife.
-Being banished from the colony and being sent to a nearby enemy factions base with nothing but a log.
Oooh boy restraining colonists is probably the most fun.
You know when they just get into those annoying social fights?
Oh I do they may be short but it can result in an injured colonist.
How do I deal with them:
I get some guy(s) to equip my worst quality pistol that does damage but very slow and non life threatening.
I mow em down with the guns that won't kill them.
Then they get sent to the hospital and I figure out their punishment.
So any of you guys got a system I mean it makes late game much more fun. Managing sentences and how to destroy your colonists lives.
My system of punishment is:
By the way these are different punishments you may receive.
Injuring another colonist which results in a minor non threatening life injury:
-Up to 2 seasons (30 days) in prison.
-Up to a year (60 days) of being restricted indoors (Give them the good ol cabin fever)
-Room size gets downgraded to those really small ones I made at the start of the game which is like 4x1 and this is for 1 year.
Injuring another colonist which results in a major life threatening injury:
-Up to 2 years (120 days) in prison.
-After prison time you are restricted indoors for another 30 days.
Killing a colonist:
-Very long prison sentence. (5 years or 300 days.)
-After sentence restricted indoors forever.
Killing multiple colonists:
-Life sentence in prison.
-Organ harvested kept in prison for a year and then sold off to a slaver.
-Being fed to the local wildlife.
-Being banished from the colony and being sent to a nearby enemy factions base with nothing but a log.
Oooh boy restraining colonists is probably the most fun.
You know when they just get into those annoying social fights?
Oh I do they may be short but it can result in an injured colonist.
How do I deal with them:
I get some guy(s) to equip my worst quality pistol that does damage but very slow and non life threatening.
I mow em down with the guns that won't kill them.
Then they get sent to the hospital and I figure out their punishment.
So any of you guys got a system I mean it makes late game much more fun. Managing sentences and how to destroy your colonists lives.
#7
General Discussion / Re: Need help please!
March 31, 2017, 09:02:12 PMQuote from: O Negative on March 31, 2017, 08:36:05 PM
It's hard to tell with only one picture. A capture of before and after a plant randomly dies would be better.
Those aren't roofs, those are just shadows. At least that's the way my eyes interpret it.
Plant death/disappearance only happens in a select few incidences.
-Too hot/cold
-Blight
-Lifespan ended (went unharvested too long)
-Near toxic/psychic ship parts
-Damaged
-Eaten by animals
If there are more they're simply skipping my mind.
Anyhow, you using any plant mods? Someone may have mucked up lifespan factors somewhere...
There aren't any roofs it's all a no roof zone. (And yes I double checked)
And there is no message when they disappear.
My grower plants them and five seconds later they are gone and then he has to replant them.
I don't have any plant mods the only mod I have right now is EPOE but it happens with that disabled too.
#8
General Discussion / Need help please! (SOLVED)
March 31, 2017, 05:22:22 PM
FIGURED IT OUT A POISON SHIP WAS DESTROYING THEM
Alright so basically in my colony it's the middle of summer and the average temperature is around 30C the issue is whenever my grower plants a new plant (Strawberry or Potato) it dies five seconds later and he had to replant it again.
http://prntscr.com/eqxgig
The terrain is soil
I'm so confused why they keep dying and it's annoying because he has to constantly replant them.
Alright so basically in my colony it's the middle of summer and the average temperature is around 30C the issue is whenever my grower plants a new plant (Strawberry or Potato) it dies five seconds later and he had to replant it again.
http://prntscr.com/eqxgig
The terrain is soil
I'm so confused why they keep dying and it's annoying because he has to constantly replant them.
#9
General Discussion / Re: Clear Area
March 31, 2017, 12:08:13 PMQuote from: BeastNips on March 29, 2017, 03:18:49 PM
Is there a way I can designate an area to be kept clear? Chunks, grass, trees, corpses etc all cleared away by colonists automatically?
As you've probably guessed, this is so I have a clear line of fire around my compound.
Thanks guys!
Ahem...Controlled blazes.
Surround the area you want to clear with concrete and just leave it there or some other non flammable material.
Get someone to equip Molotov's or an Incendiary Launcher.
Draft them and make them aim at a non flammable wall.
Allow the fire to spread until the rain starts automatically due to fire.
NOTE: MAKE SURE YOU UNHOME ZONE THE PLACE WHERE YOU SHOOT AT OTHERWISE YOUR COLONISTS WILL RUN THROUGH THE FIRE AND TRY AND REPAIR IT!
For chunks and corpses just haul them to a dumping stockpile.
#10
General Discussion / Rescuing Animals
March 27, 2017, 09:58:52 AM
This isn't a story BTW it's background information to my question/issue.
You know when that toxic fallout hits and all the animals are dying out there, boy I thought I was safe in my mountain base until I saw a heard of those giant white soft muffalo's. 6/8 of them were dead by the time I saw them I was like you know free meat it was near my base too (I was playing the largest map size) I get all that meat because you know this toxic fallout may last us a while (Even though I had 700 meals). I rescued the two other muffalo's that were both female and 2 and 3 years old. Both almost dead from the buildup.
HOWEVER
They still haven't recovered, does the buildup go away on animals or is extremely slow because I have two unconscious muffalo's with the rest of my animals. I already got the meat from the rest of their pack and I'm going to see if I can tame them.
tl;dr
Do muffalo's recover from toxic buildup? Is it just extremely slow?
You know when that toxic fallout hits and all the animals are dying out there, boy I thought I was safe in my mountain base until I saw a heard of those giant white soft muffalo's. 6/8 of them were dead by the time I saw them I was like you know free meat it was near my base too (I was playing the largest map size) I get all that meat because you know this toxic fallout may last us a while (Even though I had 700 meals). I rescued the two other muffalo's that were both female and 2 and 3 years old. Both almost dead from the buildup.
HOWEVER
They still haven't recovered, does the buildup go away on animals or is extremely slow because I have two unconscious muffalo's with the rest of my animals. I already got the meat from the rest of their pack and I'm going to see if I can tame them.
tl;dr
Do muffalo's recover from toxic buildup? Is it just extremely slow?
#11
General Discussion / Re: Am I building this roof right? [HELP]
March 03, 2017, 06:19:06 PMQuote from: Hans Lemurson on March 03, 2017, 06:18:13 PMOh thank you didn't even realize.
Your roofing is fine, the problem is that there's no door separating your room from the outside. Thus the whole room (and the corridor leading into the mountain) are Roofed, but Outdoors.
I often make deliberate roofed outdoor areas around my early buildings as places to put stockpiles of materials that will degrade if left in the open.
#12
General Discussion / Am I building this roof right? [SOLVED]
March 03, 2017, 06:12:45 PM
http://prntscr.com/efqjbp
I made a small storage room in my base yet when i hover my cursor over it it says outdoors.
And in the bottom left it says constructed roof
I'm so confused
This is a problem because my cooler isn't actually cooling the room.
I've tried unroofing then reroofing and reloading the save no luck
What do I do?
Edit: Forgot to mention some parts say constructed and some say overhead but that shouldn't matter.
I made a small storage room in my base yet when i hover my cursor over it it says outdoors.
And in the bottom left it says constructed roof
I'm so confused
This is a problem because my cooler isn't actually cooling the room.
I've tried unroofing then reroofing and reloading the save no luck
What do I do?
Edit: Forgot to mention some parts say constructed and some say overhead but that shouldn't matter.
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