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Messages - s44yuritch

#1
Releases / Re: What the Hack!? - Mechanoid hacking
October 02, 2018, 05:28:24 AM
A couple small things related to the pirates using hacked mechs.

1. A pirate mech is downed, I get the notification that mechanoid is low on power, deactivate it to return to platform. Problem is, it isn't my mech just yet, so I can't deactivate it.

2. After hacking said mech, it is now hacked twice! Which kind of is the case, but still, should it really have two hacks applied to different body parts? (see attached screenshot)

[attachment deleted due to age]
#2
Simple: you don't use them on your home map.
But, when you go out to attack something (outpost/enemy base), that's the time for them. Just make sure to:
a. don't take your own animals with you
and
b. build a shelter on the map before using the pulser.

And, of course, make sure there are enough squirrels and such around the enemy base.
#3
This happens to me all the time: people forget about loading task. So I just re-order the ship to be loaded. Keep track of weight indicator in the load window, this includes already loaded items.

In my experience, this has more to do with how long the loading takes and not just the number of items. So, if the ship is very close to the stockpile, more items can be loaded before interruption.
#4
Ok, another thing that might need improvement.

So I started a base in boreal forest, with quite cold winters. During the summer, I bought a few cougars from exotic trader. They are fast and good for combat, but they don't have a lot of cold resistance.

During winter, those cats were restricted to inside the base only, so they don't get frostbite. But, it turned out that colonists still take them out for a ride, even when it's too cold for said animals outside. So can colonists consider temperature in target location before taking a mount there?
#5
I'm using the Steam version of the game, and most of the mods (including HugsLib) come from the workshop. They update automatically.

Edit: thank you, that was it! My HugsLib was 4.0.1 and the workshop page link for it said "Item deleted" (or something). So I removed that and re-added HugsLib from the workshop, which is now v4.1.1. Will see how it goes.
#6
Well, there are a few errors in my log, none of which seem to be related to GiddyUp (and a few errors are kind of expected with the number of mods I run at once).

Also, Ctrl+F12 gives "Upload error: Error getting responce stream (Write: the authentication or decryption has failed.): SendFailure".

Wild megasloth is not a major issue anyway.
#7
Apparently one of my colonists rides a wild megasloth.
I set the beast to be tamed, and after some time found the handler riding it around, with the sloth still NOT being tamed. (the megasloth also has his rest meter at 0 all the time, might be related somehow).
#8
Another suggestion: don't auto-mount any animals which have untreated injuries. I've observed a pawn mounting and riding a bleeding animal. During that time the animal could not be healed by the doctor as it was 'busy'.
#9
A feature that might be a bug: if you have active colonists at all times (night owls, for example), then animals might be ridden to the brink of exhaustion. Happened to my timber wolf - when he finally got to sleep, I had the 'animal starvation' message. Turned out the wolf was used by the builder and miner in turns, both of whom went across the map to do their jobs. The wolf apparently had no chance to eat or rest during that, and both rest and food need bars were almost at 0.

Maybe the animals with low levels in either should not be picked for riding to job?
#10
My researcher decided to ride right into the lab, and then the riding bear stood there waiting for the job to complete. Which the job, being a research, took quite a lot of time to do. Might be a bug, should rideable animals wait for long jobs like research? The animal seems to be excluded from all other animal activities for the time.
#11
(I'm not the mod author, just a mod user) the bombs don't work yet, only the turrets work. So you can use the ship as a reposition-able turret. Can be used offensively, too, but the ship isn't that resilient to damage (just a little harder to destroy than 1 block of a stone wall).
#12
Quote from: Ruisuki on March 01, 2018, 04:13:28 AM
Pretty much: Do i need to get my negotiator to the dropship landing area/relay or do they come to my base like guests from hospitality or traders just wandering the map?

First you will need to contact them via the new comms builing (with large rotating antenna) and pay 1k silver. Then the ships will start coming. When a ship lands, you will need your negotiator to walk to the ship and 'trade' with it as if the ship was the caravan trader pawn. The goods you buy will be spawned under the landed ship.
#13
Transport pods are still relevant, for combat drops at least. The ships are rather slow compared to pods, you can't reinforce a caravan or remote base in time with ships. Pods, however, can get there in time.

Plus the pods are way more fuel-efficient to move small amounts of cargo. If you need to get 100 components to a different base, with pods it will cost 80 steel, 1 components, and 150 fuel, but the ship can easily burn 500-1000 fuel on the way (not even counting the need to return afterwards).

Which is to say, the ships aren't as good when you don't have enough cargo to fill the whole ship.
#14
Releases / Re: Cryptorestore Caskets
February 27, 2018, 04:31:28 AM
Stargate version also healed pretty much anything (not just aging related), including resurrection.
#15
I placed the shooting target near a mountain, so that there is only natural rock behind it. No one will try to repair that.