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Messages - Damien Hart

On the front page of the wiki, there's a link to the environment page, and that links to the beauty page
Hay is a good choice if you want to create a food supply with minimal processing and compact storage, but corn has a better yeild, therefore if you're planning to process it into kibble you're better off switching all your hay crops for corn.
Ideas / Re: Kibble requirements
May 21, 2016, 11:01:24 PM
Quote from: Jonofwrath on May 21, 2016, 07:04:02 PM
Can you make kibble with rotting meat?

No such thing. Rotting corpses can't be butchered, and meat that hits its use by date crumbles to dust.
I do remember some save sharing threads in the past, but I haven't seen any for A13. Probably best to make a new one specifically for A13 saves.

You can find your saves from the options menu in the game; just click the "Open save data folder" button, and copy any save files into the "Saves" folder.
Yeah, with bugs not having a max temp, temperature based farming isn't sustainable either way. Obviously, you can heat the room until spontaneous combustion occurs, but that deprives you of your loot.

You could try, given the space, setting up a large area full of columns and heat that to around -10 (scarabs have a min temp of 0C, so they'll be taken out, but for hives it's -20C). Set up your columns at about every third cell for redundancy so that the roof doesn't collapse when they take out one column. Then, it's just a matter of taking out the spiders/spelopedes and any excess hives, grabbing your loot, replacing any missing columns, and waiting for the next spawn.

That's my plan anyway, though I haven't tried it yet. I'd be interested to hear how your farming attempts go either way.
Ideas / Re: Wheelchairs and Craftable Bionics
May 21, 2016, 07:35:06 AM
Not a bad idea, though rather than disabling skills maybe a penalty to manipulation? Obviously it doesn't interfere with manipulation itself, but it gets in the way when you're trying to do things and manipulation is the most obvious place to apply that effect. Probably a movement speed penalty too.

Quote from: cultist on May 21, 2016, 07:08:48 AM
What's with the obsession with not "wasting" meds? What excactly do you need them for if not healing pawns? How is it unfair or unbalanced that you need medicine to install a peg leg?

In all fairness, you wouldn't really need medicine to install a peg leg, I mean it just straps on over the stump. It was probably just done that way to avoid having to craft a pegleg first or something like that. I think it's probably better the way it is, but I can see why it might seem wrong to some people.

Though if you read the OP, the wheelchair isn't a medicine free alternative so much as a temporary stopgap for when medicine isn't available.
Ideas / Re: Re-seeding wild plants
May 21, 2016, 07:04:12 AM
Pollen doesn't actually grow new plants; I think you guys mean something like a ton of seeds being blown in, which is a nice idea.

A pollen storm would probably increase everything outdoors' growing speed (in gameplay terms anyway), which would also be an interesting option, like an alternative to the toxic fallout. I agree though, it should come with a health effect (hayfever) for most colonists. Tasks could be interrupted by sneezing and coughing, they'd have minor pain, and it should lessen their rest effectiveness. It could build up like the toxic fallout, so being exposed for a short time would just be coughing/sneezing, then pain (sinus pain, sore throat), then it affects rest effectiveness. It would also wear off on its own like toxic build up, maybe over about 8 hours for full build up, just enough to ruin your night's sleep.

Quote from: Chibiabos on May 20, 2016, 12:36:13 AM
Its slow, but at least it'd eventually work.  At present most maps I play never regrow in their interior after a Toxic Fallout.

Then I'm sure you've also noticed that the animals rarely stray to the interior when all the food is at the map edge. That being said, the combination of this and the seed bank might make it make more sense; a reason for the animals to move inward, as opposed to making them do so abitrarily just to spread seeds.
Yeah, I've had similar experiences on a boreal forest map. Hives spawned before winter in an old mine, winter came and the hives died, but the bugs remained.

Unfortunately, low temps don't make for a sustainable bug farm.
Depends how you set it up I guess. If you have all of your colonists in one zone at a time, yes it could be heavy on the micro side, but if you have things set up so they're permanently divided between them, it would only require micro in the beginning while you work out the best placement.

Either way, micromanagement will usually be more efficient than letting things go on their own, so it really just comes down to how much you want to manage your colony or how much you want to let the simulation run on its own.
Sure, someone just needs to upload their save file and you can download it and copy it into your own save folder.
Question one, your best bet is to set up areas and restrict your colonists that way.

Question two, colonists can't injure themselves working, so you must have noticed it then by coincidence. Colonists can start with injuries from before your game begins.
Ideas / Re: Re-seeding wild plants
May 20, 2016, 12:18:02 AM
I don't think a spreading via animals would be fast enough to repopulate the map in any feasible amount of time. Especially once hunting etc. is factored in.

I like the idea of the seed bank, that way the map can recover without requiring a third party, and it wouldn't take nearly as long as growing in from the edge of the map, especially on a 400*400 map.
So, I was curious what everyone's A13 colonies were like, and I was a little disappointed to see this thread had been forgotten in the break between A12 and A13. But I guess that just means I get to go first.

I present the five year progression of a boreal forest colony called Sparks. The screenshots are from the beginning of years 0, 1, 3 and 5.

Day 3


Day 188

Day 300 (two images)

All four side by side for comparison
Bugs / Re: [A13] Spacious, yet crowded
May 16, 2016, 03:17:33 AM
Pawns' moods freeze while they sleep.

The spacious moodlet is coming from the space bar. You can see the "real" spaciousness of the room from the white arrow, but because the bar hadn't reached the "real" value when the colonist went to sleep, the moodlet persists while their mood is frozen.
General Discussion / Re: [A13] Food Stats
May 15, 2016, 09:23:38 PM
Quote from: Chibiabos on May 15, 2016, 04:00:26 PM
Are you harvesting meat from live colonists now? ;)

Maybe he inadvertently did it himself, but don't ask me how he managed to take out his own eye  ::)