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Messages - dumpfie

#1
I think the chemical interest/fascination traits deserve a nerf as well, right now I'm just not having those pawns. I think it should give pawns a need just like an addict that can be filled by anything strong enough. But I like the Idea of those pawns coming up with their own solutions. Can't wait to see them huffing chemfuel, smoking herbal meds or munching on devilstrand mushrooms.

Pyros aren't a problem for me, I just escort them with a drafted pawn beating out the fire the second it's started. Micro heavy, but hey - something to do.

Gourmands are rather annoying, I have one pigging out while being on catharsis from pigging out, and the old send to bed exploit has been fixed. I think they should only pig out when stressed or they're afraid that food will run out soon. They should also be able to hold more nutrition right now they have a tendency to go into starvation from going to bed.
#2
Ideas / Re: Your Cheapest Ideas
August 15, 2018, 01:21:16 PM
Sand-Crete
I'd say just make carpets light requirement, support light only, that should do the job. It's not like you're meant to lay carpet in your machining bay... It does offer the same trade-off between flammable and sort of expensive and a quick fix for your floor as the bridge does.
#3
They turn into regular pawns when tamed. It's just a way for the game to throw you a bone. Here's this person. You can read their bio. Either you tame them to hire them or you drive em off when they become a nuisance. It's a way of offering you a pawn without forcing them on you like the old wanderer joins (1 leg, won't haul, luciferum addict).
#4
Good catch. If you're on B18 you should be able to draft your pawn and order to shoot, but melee will always be preferred. Just be glad that you still have that option...
#5
Ideas / Re: Your Cheapest Ideas
August 12, 2018, 05:00:06 PM
Pod launchers should have build drop pod in the options when selected, similar to how beds have end table and dresser.
#6
Ideas / Re: Your Cheapest Ideas
August 11, 2018, 05:06:16 PM
Tie harvesting crops to plant cut rather than grow.

Right now I'm having two issues:
My pawns keep harvesting before growing. This means that my haulers are getting overwhelmed and I'd rather have them growing a new plant while they're on site and smear out the next harvest rather than synchronizing be growing only after everything is harvested. I can grow year-round, might be different priorities for others, let them prioritize different. That said they could even force this by forbidding to sow, I however cannot.
My idiot newb keeps botching the devilstrand harvest. I ended up locking him into the corn growhouse because I had no other ways of prioritizing. I remembered to let him out, but I wish I didn't have to.

The cheap solution is to asign these to the existing Jobs and make people prioritize themselves or otherwise I'd always have them grow first since there's micro allowing for the opposite. Prioritize planting could also work for more than one plant similar to cleaning...