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Messages - ItsEddy

#1
Add an option to search Ingredient from zone, especially useful for long-term work like sculpture:

  • Hauling material doesn't cost too much time compared to work time
  • Easier to setup because most people build in rectangle
#2
I was visiting an item stash, launched a transport pod to my base, before it arrived, I leave the map and it disappear.
#3
Did you set the daily time table to work? they should work until exhausted if they are in work time. Also the fire must be in home zone and not reserved by others.
#4
Ideas / Re: Growing Zone Sizes
June 22, 2017, 08:44:39 AM
Quote from: Sola on June 21, 2017, 09:56:16 PM
I'd personally like some sort of algorithm to detect rich soil when creating a zone.  When you're using orbital trade beacons, you can use the "create zone" button.  I'd like something to that effect for rich soil.
+1 for this one, just spent 3 minutes to create a zone contains only fertilize soil.
#5
Ideas / Re: Make flagstone cheaper
June 22, 2017, 08:42:15 AM
Quote from: erdrik on June 21, 2017, 09:55:47 AM
I agree with adding unique properties, but I think those properties should match with its intended purpose.
FlagStone is used for the roads that criss-cross the world, I don't see how that would match with "easier to clean".

I say it would have to have something to do with world travel and caravans.
Some thing along the lines of it increasing a caravans travel speed on the world map by a certain amount(Ive not used caravans yet so Im not sure if it already does this).
I say it is easier to clean because outdoor roads doesn't need to be spotless for people to consider it "clean", also rain can wash away dirt because flagstone has some gap.
#6
I'll recommend you to use a simple mod: TableDiner, simply increase the range for searching table
https://ludeon.com/forums/index.php?topic=33372.0
#7
Ideas / Re: Make flagstone cheaper
June 21, 2017, 09:07:55 AM
I think instead of making flagstone cheaper, add some unique properties might be useful, such as faster to clean, or less likely to be dirty. In this way it won't just become another type of concrete that is just looks better for player.
#8
Ideas / Re: Crop transition
June 21, 2017, 08:42:11 AM
+1, It will be useful to plant tree between crops too. Currently I plant crop first, and change to tree later, but this just wasted some work time.
#10
Maybe make caravans can predict weather, so they can arrive with right clothing can solve this problem? I believe the "leave due to bad temperature" thing is to prevent potential exploit to rob caravan without attack them, making them can overcome temperature danger themselves can also prevent this.
#11
Quote from: Limdood on June 20, 2017, 10:04:25 AM
It is a management game though, not an RTS, so the tool set is going to be different.  One BIG difference is that in a management game, you often don't get direct control of everything.  There is some autonomy on the part of the pawns, and the work schedule and work priority system are designed to give you indirect control of EVERY pawn at EVERY time rather than total control of specific pawns only when you set their actions.

The less direct input and schedule disruption the player is capable of (currently only drafting a pawn or directly assigned tasks to do right now), the smoother the priority/schedule system runs

Thanks for replying.

I understand the play style difference between different type of game, but the current tool set in game is just not enough to change management plan in special case, that means a lot of micro management when incident happened, raid arrived, or just to build a line of wall.

Why do I need to micro when building a simple wall? Without adjusting zone, they will leave gap in between because of rock, tree, etc... My builder is a level 0 farmer so they need a year to chop down a single tree, a farmer to clean up those trees first is necessary. He walk very slow, so I need another one to carry bricks nearby and remove the stone before leaving, therefore, he don't need to walk back and forth to construct a 15+ long wall. He also have some bad thought, so I have to make sure he have his meal at fancy dining room and take a break before working(+7+7+10=+24) instead of eat without table(-3), so I can get +20% work speed bonus.

Maybe I'm a bit neurotic, but with all this micro management, I can finish a simple wall project in a single in-game day instead of 5. If there is a better management option, I can keep my colony clean without a dedicated cleaner, and not needed to adjust job priority every few hour.

Really hope there are some game mechanics introduces in vanilla game to make fine-grain management easier.
#12
Bugs / Should not reconnect to no-power conduit
June 20, 2017, 02:54:45 AM
The "reconnect power" feature for all electronic device should not connect to conduit currently have no power source, otherwise player can instant switch the power by click on reconnect, without a power switch(and a colonist near by)

Check the attachment for an example to instant switch a line of turret on and off

[attachment deleted by admin due to age]
#13
As the title says, if there is a way to schedule a pawn to do specific work(s) next, for example, clean the floor after you finish the sculpture, just like some real time strategy game (ex. Warcraft III, shift and right click(move) a few times and the unit will follow those flags on the ground one by one)

Also hope there is a option to prioritize to haul all item in a specific area(for example, clean up the siege), I know I can use restrict area to achieve this, but I wont receive notification when jobs is done to adjust area again.
#14
Please check the attachment, the first door was located on the hand, second door is below the first door(with X on it), after ~30 insects stand in a single spot to break the first door, some of them managed to "bounce through" the second door without breaking it and sleep in my storage room.


[attachment deleted by admin due to age]
#15
I think this should only works when all human enemy is downed.

Interestingly, sometimes I can claim their door(not all of them) when they are still alive, and then they will burn their own building down :P