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Messages - ascyron

#1
Hi,

I have been playing 1.0 for a few days now and thought I'd share some key observations, bugs, etc from my colony.

I played the Crashlanded scenario on Cassandra with "Some Challenge", landing on an "easy" year-round growing temperate forest.


  • I'd forgotten there was so much micro-managing you need to do for Toxic Fallout! During the TF I think I found a bug: Colonists don't respect allowed areas when a marriage is happening. Of course they chose the middle of a toxic fallout to go get married out in a field!!
  • It seems a bit unfair that the "kibble only" insect meat is priced the same as all other animal meat. I think that's a change from previous?
  • Wind turbines are even more of a pain in the ass now, and I don't think I'll be using them in my next colony.
  • You can't place a growing zone on constructed floors, but if one's already there, it's not destroyed when you build floors over top.
  • Pawns can play horseshoes with a closed door in between them and the shoepin.
  • Pawns who are incapable of dumb labour can still do opportunistic hauling jobs.
  • You can "deliver resources to grave" even though graves require no resources.


QoL Mods I'm really missing in 1.0, and feel could be added to the base game:


  • Urgent hauling. I really want a way to say "hey this is important, take it first before you do anything else" without micro-managing every colonist/item.
  • Stockpile % refill: Being able to control that colonists will only refill a stockpile after it gets below x% really helps with efficiency and avoiding micro management. For example, having a single stack of corn in my kitchen, which only gets topped up when below 33%, saves running back and forth to the freezer for every meal. (or smokeleaf when making joints, cloth/herbal/neutroramine when making medicine, etc)