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Messages - FleshEater

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General Discussion / Re: Am I the only one who's dissapointed?
« on: March 09, 2020, 08:48:15 AM »
I've logged almost 3000 hours in the base game never using a mod (well I lie a bit - I did use one that did a time-lapse of my base building).  The game feels complete to me.
I doubt I'm in the minority with that feeling.

General Discussion / Re: Sky-high expectations
« on: July 31, 2019, 10:19:24 AM »
So I've added some art (as advised) to my dining/rec room and my workshop and, yes, I am now an art convert. 

I get at least +6 "pretty" stats, mostly +10 "beautiful"  and sometimes +15 "gorgeous" for my pawns, all from about 8 bits of excellent art put around the place.  It's also upgraded my dining/rec to unbelievably impressive.

General Discussion / Re: Sky-high expectations
« on: July 30, 2019, 07:08:23 AM »
I try to get a combo dining room and rec room early on with the following features:
- 11x23 in size (internal)
- 3x3 wooden dining table surrounded by 12 wooden chairs
- stone chess table with 2 x cloth armchairs
- stone pool table
- horseshoe pin
- two standing lights (keeps the whole place lit)
- TV (megascreen when you can) with at least 4 cloth armchairs watching it
- fully carpeted
- I don't bother with art
- I don't bother with temperature control

This will give my colonists the following:
- extremely impressive dining room +6
- extremely impress rec room +6
- spacious interior +5
- recreation satisfied + 5 (or more)

This will give enough buffs for most of the early game.  Later I will upgrade bedrooms to cope with late game:
- 5x5 in size each (internal)
- double wooden bed
- wooden end table
- wooden dresser
- fully carpeted
- heater or cooler (or both depending on map temperature)

This will give the following:
- Luxuriantly comfortable +10 (the dresser/end table combined with the occasional use of an armchair elsewhere gives this)
- decent bedroom +2 (add some art to get it a point or two higher)

I find this is enough to cope with the +0 sky high expectations and even allow the odd organ harvesting without too many issues.
Throw in some recreational drugs and the colonists rarely do anything except an occasional dazed wander.

General Discussion / Re: Banishing useless pawns again...
« on: July 04, 2019, 02:42:30 AM »
Don't know - he's tough, nimble, good melee and can shoot straight.
A front-line fighter is the perfect job and he can look after the chickens in between fights - I'm sure that animal skill will raise quick enough.

General Discussion / Re: Agents of the enemy!
« on: July 04, 2019, 02:35:49 AM »
I was reading and going what the hell?? I've never had one of these on my games!
...5 year old thread.  They should automatically be locked.

General Discussion / Re: Caravaning system needs some major love.
« on: July 03, 2019, 01:42:54 AM »
I don't have any real problems with the caravans, but I usually have/do the following:

- One main storage area that is set as the "caravan loading" spot that has everything I want loaded in the caravan except food.
- One main freezer that has food I want to be loaded.
- All the animals that will load the caravan have the same sleeping area.
- Start loading the caravan at around 2am on the morning I want it to leave.  I usually have 1-2 pawns in the caravan and 5-10 pack animals (Muffolos are my usual)
- The caravan usually gets loaded in a few hours by the 1-2 pawns assigned to it.
- It leaves the map.
- Profit.

This is on vanilla version 1 (current version).

I'm not sure what your caravans are doing when loading, but all my muffalos go to the storage area and the pawn that I've assigned to the caravan quickly loads it from that one area (usually by himself and within a few hours).  The pawn, with the muffalos following, then go to the food area, pack up the food and the proceed to leave the map.  I've never had the caravan stop loading if someone eats the food (it just doesn't take as much food).

Unloading the return trade can be a bit of a pain, but as I keep all my muffalos in factory-farm conditions they are at least all at the same spot.  The pawns will eventually unload them without commands, but I find it quicker to click on each one and force unload their items.

Video / Re: My Base
« on: April 02, 2019, 02:35:52 AM »
About 20 at the end, probably lost about the same number getting up to that point.

Most of the people left at the end got away on the ship - a few made the ultimate sacrifice with the all out battles that happened once the engine was fired up.

Video / My Base
« on: December 30, 2018, 10:31:40 PM »
Quick video - first time I managed to launch the spaceship on version 1.0.
I kinda like the base design so thought it was good to publish.

General Discussion / Re: Unstable build of 1.0 available
« on: July 22, 2018, 10:29:11 AM »
Okay, I've got a colony of three, two of which are cannibals.  It's cold.  There is not much food outside of human meat.

Previously my cannibals would eat human meat before standard meals.  With version 1 that no longer seems to happen - my flesh eaters have suddenly become vegetarians and will eat rice dishes in preference of juicy, raw human flesh.

My poor non-cannibal has nothing left after those human-meat eaters turned veterinarians finish the job (he seems to sleep in and is the last up for breakfast - probably all the nightmares about his companions keep him up to the wee hours).

I don't like this change.  Please let the cannibals favor raw human flesh over cooked rice meals again.
Please. rubs the lotion into the skin or else it gets the hose again.

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