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Messages - bclewis

#1
General Discussion / Re: Mortars: Useful or not?
January 13, 2017, 01:04:40 PM
By far my most common use for mortars is using EMP mortars against centipedes.
#2
General Discussion / Re: Colonists don't like floors
December 15, 2016, 02:39:54 PM
Quote from: Serenity on December 15, 2016, 02:35:31 PM
Yeah, some rebalance of the flooring would be nice. Smoothed floor only being available in mountains is not that much of a balance. It takes long, but in the long run it's not really that much work.

It also requires 0 resources (besides time), and helps train your colonists.  I agree it seems slightly OP.
#3
Quote from: UnlimitedHugs on December 12, 2016, 05:39:44 PMLoving the new research screen, but as a modder it raises a few concerns, unless I'm missing something.
Coordinating between dozens of different mod authors, as to where their research projects should exist on the chart, will quickly become a problem. The game does try to find some open space for overlapping items, but with enough mods it is bound to turn into a mess.

Depends how it's implemented.  The research tree was already a "tree" before the update, it just didn't display as such.  If the new UI positioning is hardcoded it might be a problem, but if it's a generic tree layout algorithm I don't see why it should be an issue any more than it is in A15.
#4
Quote from: Xav on December 07, 2016, 06:45:35 PM
It would be quite convenient to have the option to order a pawn to do all of one task in an already defined space.

(i.e. cleaning an entire room, doctor everyone in the room, haul everything that is set to be hauled out of the room, etc...)

Just a thought...

...flick both these switches.

[edit: It wasn't until right after I posted this that I realized a partial workaround for my switch flicking annoyances might be to just assign everyone to 0 on flicking by default and micromanage the work priorities when I need switches flicked]
#5
I do hate it when I lose the bulk of my pine tree crops to this.
#7
Bugs / Colonist stuck in "attacking" state
November 25, 2016, 06:48:38 PM
Recently I've seen several cases where after a battle, and I've un-drafted all my colonists, one or more colonists remain stuck stationary in "attacking <some raider>" state, even after that raider has left the map.

I can "unstick" them by drafting them and undrafting them again.

I'm afraid I don't have a savefile I can upload at the moment, but if this is not a known bug I will do so if it occurs again.

I have some suspicions that this only started happening after I started setting the default behaviour of some colonists from "run away" to "attack".

Note that I'm running vanilla A15 except for Zhentar's pathing mod.
#8
I've been using your mod for a week or so now, and I no longer notice any obviously-bad pathing or obvious slow-downs.  Nicely done!
#9
General Discussion / Re: What events have you disabled?
November 18, 2016, 01:01:12 PM
Quote from: cmitc1 on November 17, 2016, 07:30:04 PMI think I will disable the alpha beverage one

Lol... autocorrect?
#10
Haha, and here I thought *I* was being annoyingly pedantic :D
#11
Quote from: mumblemumble on November 15, 2016, 09:45:39 PMI could argue light is also the absence of dark...but the point is they are opposites.

You could argue that, but I don't really agree that light (EM radiation) and dark (lack thereof) are opposites.  Having 0 apples is not the opposite of having 8 apples, or at least it's not how I think of the word "opposite".  And if I had 8 apples I personally would never claim to have "the absence of no apples".

Whether men and women are "opposites" is also not really clear to me -- I think context is important for that one.

#12
Quote from: mumblemumble on November 15, 2016, 08:07:23 AM
As man is to woman, light is to _____ : Dark.

Dark is absence of light.  I don't think woman is absence of man...
#13
General Discussion / Re: Asexuality
November 15, 2016, 06:52:02 PM
I think saying "no one is really asexual" is a little like saying "everyone is really pansexual".
#14
Ideas / Re: Some suggestions from a new player
November 14, 2016, 04:50:13 PM
Quote from: MarcTheMerc on November 13, 2016, 02:05:00 PM
I would really like to see a majority of these implemented but i must ask, blackjack?

Presumably non-lethal* weapon for capturing prisoners and downing berzerking colonists.

https://en.wikipedia.org/wiki/Baton_(law_enforcement)#Blackjack

* though not always really non-lethal -- "Blackjacks were popular among law enforcement for a time due to their low profile, small size, and suitability for knocking a suspect unconscious. Currently, however, they are all but prohibited in most municipalities due to liability issues stemming from their potential to cause permanent brain injury or death when used as a compliance device."
#15
Ideas / Re: End Granite supremacy.
November 11, 2016, 10:35:29 AM
Quote from: mumblemumble on November 11, 2016, 09:48:30 AM
crematorium is overrated, get a stone stockpile for junk and throw a molotov. done.

I do like the auto-strip feature of the crematorium, particularly if it's placed in the inferior-clothing-stockpile.

On at least 2 occasions I've had to cancel a crematorium build after noticing nothing was getting done, and redo it with limestone or another stone because it defaults to granite if you have ANY in your inventory.