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Messages - fluxfaraday

#1
Yes, lay them please.  However, IRL, chickens left to run wild are rather secretive about where they lay their eggs.  One might have to search for them before they can be picked up.
#2
We try to be efficient, so it hurts to see the cook hauling raw foods five units at a time to the stove.  So I put single cell stockpiles right by the stove.  That fixes the cook's problem.  But now, some other pawn is wandering around hauling raw food five at a time to keep the stove-stockpiles topped off.  I want that hauling to happen only when the stockpile is empty (or possibly at some other controllable point).  It sounds a lot like the 'pause when satisfied' setting on Bills, but of course I have no idea if that can (or should) be used on a stockpile.  Most stockpiles are large and hold many things.  Heh.  What if stockpiles had 'Bills' that specify certain amounts of certain items that can 'pause when satisfied'.  Funny sharing of UI :)
#3
Quote-Storyful combat:
... Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat.

This is super cool.  One time I was playing Dwarf Fortress.  I had half my (low level) town building a bridge when a Minotaur wandered onto the island they were on.  I couldn't save them, so I left them to be killed, and they were.  Except for one dwarf.  That fight went on and on and on.  Finally something seemed absurd, the dwarf should have died ages ago, so I pulled up the combat log and discovered that the Minotaur had picked up and equipped a sock and was beating the dwarf with it.  A sock!  Socks don't do much more than bruise, even when wielded by a Minotaur.  I can't remember if I managed to save the dwarf, but the sock wielding Minotaur will be remembered.
#4
Yes.  I moved the table to the room next to the fridge and they've stopped eating on the floor.  Yay!
#5
My colonists keep eating from the floor in the refrigerator.  A table is just a couple of rooms away.  Another poster said something about 'a 25 cell limit' but I don't see anything like that in the patch notes (For A15, A16, or A17).  The closest chair is 32 meters away.  Is that a problem?  Thanks!
#6
Thanks!
#7
I suspect the right place for this would be on the Health->Operations tab.  An entry like "Administer Drug" with a picklist for what to give.  Painkillers, hallucinogens, etc.
#8
So I have this luciferium addict who was downed shortly before her required dose time.  She's unconscious in a medical bed.  She can't take her own meds, and I don't see a way to request another colonist to give her a dose.  Is there a way that I've missed?  Or should I just harvest her kidneys and be done with it?  :)
#9
General Discussion / Re: Alpha4d difficulty
June 03, 2014, 10:42:45 PM
I wiped (4d, 462).  On day 34, 34 tribals armed with stones and arrows attacked (immediately) my 10 or 11 colonists.  The colonists had no turrets because of another raid which occurred just a few days prior.  That was a smaller raid, but with good weapons and they landed inside my turret ring.
Too hard?  I don't know.  Hard is good.  I played build 254 a lot and the only thing I knew for sure is that I'd eventually be toasted.
I think I'll play another and save my vote for that one :)