Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Havan_IronOak

#1
This one bothers me too. I wish that there were a level selection as there is is with medicine type.
#2
Ideas / Re: Progressively revealed traits
December 03, 2016, 02:39:41 AM
I like the aspects of storytelling that this suggests.

The gradual reveal would be great. Personally I think colonists should be able to develop traits as the game goes on. e.g. someone injured with a molotov cocktail may be become incapable of "scary" firefighting.

Personally I also like the idea that colonists incapable of some duties (like hauling) can be made to do it at a strong mood penalty.
#3
One improvement in the AI that I'd like to see is to allow an optional "Haul After" parameter for tasks like harvesting, cutting & mining. Ideally the test would be performed if the pawn is choosing a new task that is NOT one of these.  e.g. Pawn finishes mining a compacted steel square. Checks his schedule and see's he's scheduled to sleep. Rather than leaving what he's mined, he hauls that back and THEN sleeps.
#4
Ideas / Re: defining the quantity in storage areas
December 01, 2016, 01:31:51 PM
Quote from: skullywag on December 01, 2016, 03:24:37 AM
Asking for something to help you game a threat isn't the smartest way of suggesting something now is it? Lol

Personally, I don't see it as "gaming" a threat.  For me the game is about planning and using what's provided to build a smoothly functioning system.  Using artillery shells in the way I'm talking about is still possible it just requires a LOT of user intervention.  Anything that puts PLANNING back into the game is something I support.   But, I can see how other would disagree and that's fine.
#5
Ideas / Re: defining the quantity in storage areas
December 01, 2016, 01:36:35 AM
Quote from: 14m1337 on November 30, 2016, 05:05:10 PM
just make some small store zones in your fridge, and then set them to the appropriate item.
for example, if you have a 5x5 refrigerator zone, it could be split into 2x2 for corn, 2x2 for rice, and the rest for raw meat.

If one uses a mod that expands the number of items that can be stored in a single square (Which is great MOST of the time) it limits how effective single square storage areas are.  One can use artillery shells instead of  IEDs  if one places a number of them  in 1 square storage areas  all around a drop ship. But it's very "fiddley." Limiting how many of a good can be stored in a single square storage area makes this much more manageable.

Quote from: Havan_IronOak on November 30, 2016, 01:04:18 PM
...
If available I'd use them to:
more easily place individual IED's around a crash landed poison ship
place small amounts of steel in perimeter spots to repair power ducts & doors that get destroyed
better balance the amount of feed in my animal feed storage bins
and a dozen other uses.

I don't see these as cheats just good planning and a better user interface would streamline this.
#6
I posted this a long time ago when I first started using the CCL library.
I do miss the filter feature. Can't wait for an update to that mod!
#7
Ideas / Re: Bills/storage micromanagement
November 30, 2016, 01:25:09 PM
++Good
I agree that resetting all the bills can be tedious.
This could be fixed like storage areas with a cop and paste feature (like that used in storage areas)
#8
There USED TO BE a mod that added an inventory window. One could click on a button along the bottom and an almost full screen window would appear with all of your inventory items shown. It was scrollable and showed large versions of the icons as well as the item names and quantities. I do miss it.
#9
++Good

Great suggestions!

I love the snacks idea. Or even a "packed lunch" food item that has a mood benefit that exactly counteracts the "ate on ground" penalty.  I'd settle for being able to right click on a food item and have the colonist "equip" it rather than leaving their food selection choice up to them. I know that I can have them consume something immediately but it'd be nice to also be able to tell them what to pack for lunch.

Love the force current activity. It's bizarre how when I assign a crafting job via right clicking the poor colonist works till he drops but assign a construction job and it's one tile and go. Both of these should have a time component. Perhaps a right click task should last for an hour or two?

Love the work swap idea.  I'm continually drafting colonists so that I can reassign a closer colonist to a reserved task. This aspect could use some tuning.
#10
Ideas / Re: defining the quantity in storage areas
November 30, 2016, 01:04:18 PM
++Good

I'm also in favor of allowing a scalable storage area.
If available I'd use them to:
more easily place individual IED's around a crash landed poison ship
place small amounts of steel in perimeter spots to repair power ducts & doors that get destroyed
better balance the amount of feed in my animal feed storage bins
and a dozen other uses.

I don't see these as cheats just good planning and a better user interface would streamline this.
#11
Ideas / Picnic Cloth? Possible Mod?
October 06, 2016, 08:40:15 PM
In my current game I've got several large ore deposits a loooong way from my base. I've contemplated building a table so that the miner going out there every day doesn't suffer the "ate standing up" debuff. 

It occurred to me that a  picnic cloth might be a more elegant solution.  Either something that the miner could carry with him like equipment or that could be built by a constructor out of cloth very quickly.  Is there already a solution to this mini-problem that I've overlooked?

If not, how does my idea sound?
#12
Ideas / Re: Can we add Counseling?
August 26, 2016, 12:15:47 PM
Quote from: Mathenaut on July 16, 2016, 11:22:32 AM

...
Proposal:
Have the Warden task include trying to 'talk down' colonists or prisoners that are close to a mental break (when someone is under that much stress, it's evident). The Warden will approach anyone within a certain range of their break threshold and apply the same 'talked with warden buff' that the prisoners get.



LOVE this suggestion
#13
Ideas / Re: Your Cheapest Ideas
August 15, 2016, 02:41:26 PM
I applaud your policy but downed escape pod crash victims generally don't have a faction so there's no reward for rescuing them.
#14
Ideas / Re: Your Cheapest Ideas
August 15, 2016, 10:18:51 AM
Probably been suggested before but...

Positive mood buff on the rescue of a rescued crash pod victim.

I just had a pod crash with an unaffiliated pawn aboard. No great stats but I have the facilities to rescue her. But if I rescue her rather than capture her and spend time and resources healing and feeding her  she just walks out of my colony with no benefit to me.

If my colonists get a mood debuff for having an "innocent raider" die while a prisoner, then it only seems fair that upon the successful rescue of pod crash victim there ought to be an upside buff, no?
#15
In A13 I did have a Traders muffalo drop dead because it was carrying enriched uranium. I got a lot of free loot but had a colonist get pretty sick moving the uranium out of my main lobby.

I intended to try and sell it to every trader after that and see if I could poison a few more "poor wee beasties" but A14 came out and I never got around to it.