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Messages - Aelia

#1
Quote from: Geozo on April 16, 2015, 07:09:51 PM
You know. This is the mod I sit on. Every time an update comes out I think to myself...eh...I can wait a week for my preferred mods. After all I'm a guy who likes to be thorough. I prefer to PREPARE CAREFULLY.

Seriously though. This is a good mod. I'm eager for the alpha 10 update.

Same. I tried playing without this mod, and I just... can't.
#2
Outdated / Re: [MOD] (Alpha 2) E-Hydroponics
March 01, 2014, 11:37:10 PM
Quote from: WorldOfIllusion on March 01, 2014, 06:00:26 PM
Quote from: Aelia on March 01, 2014, 03:35:01 PM
It appears that they do not auto-harvest the Agave upon maturity. Is this something fixable? (Or am I just experiencing a bug?)

It appears you are right, seems you might have to order agave to be harvested.
Will look into why more today, but from the definition for the plants can't see what would be causing it. Might be that agave is coded to not be auto collected by the AI, in which case I don't know if I can change that.

Yeah, my guess was that it was something in the way the different plants are treated. Berry bushes in the wild and the planted strawberry bushes may be different items, so when you plant the cultivated strawberries it's different than the Agave, which is always wild... or... something. (I'm not sure I'm explaining it well.)

Anyway, it's not a huge deal to harvest it for now, but longer-term it's something to be aware of, I suppose?
#3
Outdated / Re: [MOD] (Alpha 2) E-Hydroponics
March 01, 2014, 03:35:01 PM
It appears that they do not auto-harvest the Agave upon maturity. Is this something fixable? (Or am I just experiencing a bug?)
#4
Ideas / Re: Burying Animals?
March 01, 2014, 01:35:39 PM
Quote from: daft73 on February 28, 2014, 11:32:36 PM
Quote from: Aelia on February 28, 2014, 10:53:46 PM
Quote from: daft73 on February 28, 2014, 10:33:11 PM
Very similar topic :o http://ludeon.com/forums/index.php?topic=2189.0

Hm. I looked and didn't see that previously. :/

Indeed ;), welcome to the forum..

Ahahaha. Just a few dozen more posts before I'm not making newb mistakes like that. :)

Quote from: daft73 on March 01, 2014, 11:15:43 AM
Quote from: Aelia on February 28, 2014, 10:13:24 PM
I'm not sure this is a suggestion? But maybe?

I'd like to suggest that graves NOT have animal corpses as a default item to "store" there. I can't tell you how many times I've killed a muffalo or squirrel, only to have the settlers bury the body in a grave instead of butchering it. (And having to manually change that on 20+ graves is a pain.)

Check this out  Grave matters
Oooooh. Thank you!
#5
Ideas / Re: Burying Animals?
February 28, 2014, 10:53:46 PM
Quote from: daft73 on February 28, 2014, 10:33:11 PM
Very similar topic :o http://ludeon.com/forums/index.php?topic=2189.0

Hm. I looked and didn't see that previously. :/
#6
Ideas / Burying Animals?
February 28, 2014, 10:13:24 PM
I'm not sure this is a suggestion? But maybe?

I'd like to suggest that graves NOT have animal corpses as a default item to "store" there. I can't tell you how many times I've killed a muffalo or squirrel, only to have the settlers bury the body in a grave instead of butchering it. (And having to manually change that on 20+ graves is a pain.)
#7
Bugs / Pathing Issues
January 29, 2014, 11:32:33 PM
I tend to make rooms with long rows of beds (dorm style) and I've noticed that when trying to walk past them, the path that my colonists have zig-zags them up into the space between the bed and then back out.

(I'd have a screen-cap, but for some reason I can't print-screen it, either?)

I have a save... To see it in action (if you actually even need to) look for the character named Diva.

[attachment deleted by admin: too old]
#8
Ideas / Re: Furnaces for energy
December 04, 2013, 07:42:20 PM
Quote from: killerx243 on December 03, 2013, 12:43:20 AM
Surround your grave yard with 2 wide metal tile or concrete and throw a Molotov in the middle of it. As long as it doesn't start raining you'll clear your graveyard fast without causing a map wide fire.

I could see that being a handy way of dealing with it for now.

Quote from: Stew2000 on December 04, 2013, 01:53:04 PM
The old open-air cremation or Viking style would be a more spiritually happy way of doing it.  Just having a mass grave could/should lower happiness and increase fear.
It all depends on what type of scenario you want to play out.

I really think that a "mass grave" should be an option for people going for darker storylines. And definitely the fear increase and unhappiness should be factors for going with that concept.
#9
Ideas / Re: power control
December 02, 2013, 11:21:12 PM
Nutrient paste and communications boards, yeah. I'd really love to see that.

What I've been doing until there's something like that setup, has been just shutting down lights in rooms my dudes aren't in. (It sort of helps...)
#10
Ideas / Furnaces for energy
December 02, 2013, 11:18:35 PM
If you manage to survive for long, the bodies really pile up. (I'm at day 95 and I've got nearly 300 graves.) And, morbid as it is, it could be neat if there was a way to recycle them somehow. (The "soylent green" idea is pretty appealing as one option, and there could be mood adjustments based upon whether allies are in there or not.)

But at the same time, burning corpses is less horrifying. (Along with all the other misc. garbage you end up with heaped in various places on your map.)

So, a waste-burning energy-source could be good? It'd certainly deal with the absurd number of corpses you end up with. (As opposed to just leaving them out and/or trying to burn them, which I haven't managed somehow.)