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Topics - JaJe

#1
Bugs / Nutrient paste dispenser priority food
April 15, 2020, 05:13:13 PM
I think it's better posting on BUGS thread this.

I have 2 hoppers filled with vegetables and meat as the image below:



The nutrient paste uses only vegetables as raw food and using meat only after the hopper with vegetable is empty. Nothing wrong with this except that many times the amount of let's say, tomato (modded food) are the last amount of raw vegetable I have but I have other type of raw food to fill. Many times it consumes food so I only have left around 1-2 items per hopper, not having enough nutrients for another meal.

To avoid this I suggest forcing nutrient paste prioritize consuming raw food with least amount first.
69 Tomatos, 4 Meat --> 67 Tomatos, 0 meat. So my pawn can automatically fill the empty hopper with another type of meat or vegetable.

The same thing happens if I have 3 hoppers, Once I got 1 hopper with 1 potato, another hopper with 2 meat and last one with 1 rice and I had to manually remove the item from the hopper and fill with another type to continue the distribution of food.

In my case, 69 Tomato and 4 Meat it's gonna be a problem once it consumes all tomatos just to have only 3 tomatos left which will be completed with 3 meat to have one last meal and by resulting 1 empty hopper to be filled with another thing and a useless hopper with 1 meat.
#2
Steel mini-turret have 8kg

If I deconstruct the mini-turret I obtain 75 Steel and 2 components

75 steel = 37.5kg
2 components = 1.2kg
Total: 38.7kg

This doesn't make any sense and it's easy to exploit when you attack a faction instead of deconstructing to obtain materials, simply I uninstall, form a caravan which have only 8kg, return to my base and then deconstruct it for the materials. It's can be exploited expecially when someone play a scenario like ice sheet or sea ice where the building items are so rare.

This is just an example of one item. The same issue is for other items like electric smelter, electric stove, etc..
#3
Hello,
As title says. I made a few test with dev mode activated. I have a pawn butchering a humanlike then I triggered a wanderer join event. The pawn start with already bad opinion of my pawn that butchered a humanlike like he knows already what he did. Shouldn't the bad opinion appears only for existing pawns? and any other pawns that did not 'witness' this thing should have a neutral opinion until the first meeting?

#4
So, I hoped that with the new fixes the Caravan would be improved, unfortunatelly not even on changelog I haven't seen any fix for caravans lack of joy. Basically if I send a caravan to a long distance and I give a rollbed, a beer and a smokeleaf, at certain point they get bored of solitary relaxation and start complaining of lack of joy.

I set social drugs policy with both beer and smokeleaf to use but no matter if they walk or rest, they don't touch it and keep complaining.
Below I'll attach a few screenshots of mine. Also take note that my pawn is not a teetotaller!





I hope in the next version the caravan thing is get improved by adding even more joy stuff like horseshoe joy and why not, a kind of horse cart to craft so we can carry even more stuff in one trip :P

Another suggestion thing is...let us forcing our pawn walking even if they are well rested and not moving until early morning.
#5
So I started my sea ice scenario, after 3 years my only pawn got sick with BOTH fibrous mechanites and sensory mechanites in a day difference (which actually is a bullshit and ruined completelly the scenario).

The only way to survive in sea ice is caravan, a lot of caravan for steel because nobody ever visit me, or if they visit me, they never sell steel.

Anyway, I found out that in one of my caravan trip my pawn got downed because of intense pain caused by both diseases as you see in the screenshot below.

The BUG i noticed is that my pawn keep consuming food even if is downed. If I haven't sent him to caravan, he'd be death by startving. Shouldn't consume any food if is downed?

Should I get hit with 2 diseases in a day distance? I know it's rng (Cassandra, rough) but still, this doesn't give any choice for a 1 pawn challenge to survive without even try to recover.

Also, my pawn have a psychic amplifier which ironically can reduce the pain of the target. It would be nice if the pawn that have this ability to self-use it when downed too.

#6
I thought this was fixed but looks like not. It's can either be annoying or exploitative if you play as a cannibal pawn.

Farm nutrient paste meals using common ingredients, then place human meat and farm just 1 nutrient paste meal and then merge all nutrient paste meals. Now all nutrient paste meals contains human meat as ingredient.

Is it possible prevent stacking meals that uses specific ingredients?
#7
As title says, I noticed that every time I send a caravan to a friendly outpost to trade, not even a small amount of social skill is increased. Shouldn't increase a bit the social skill every time you complete a trade?

I haven't seen a mod debuff for sleeping on the floor (without bedroll during caravan), just decrease of comfort to 0.

Also, when my pawn is 100% rested, he won't start moving until it's morning which is kinda not good, force a pawn walking once is full rested.

PS: Suggestion, make horseshoes pin as a way of entertainment for caravans, so they have solitary relaxation and dexterity recreation during caravan with the condition that must be available a horseshoes pin in the inventory.
#8
Which is the best, selling prisoners or selling organs?

A base value of a pawn is 1750$ if the character quality is at 100%. Selling a prisoner to slavery you will gain only 60% of its value + your pawn negociating ability bonus. Up to 1050$ without negociating ability bonus.

The following organs prices are:
1 x 250$ kidney
1 x 500$ heart
1 x 400$ lung
1 x 500$ liver

If you decide to harvest everything from a prisoner, one kidney + one lung + one heart or liver you gain 1150$ * 0.6 = 690$ without bonus.

However, if you harvest organs from prisoners you get these debuffs:

Someone organ was harvested x1 -5 debuff for 8 days
Someone organ was harvested x2 -9 debuff for 8 days
Someone organ was harvested x3 -12 debuff for 8 days
Someone was organ-murdered -6 debuff for 6 days.

This means that if you harvest everything from a single pawn, you have to take care of your pawn mood for 8 days with a total of -18 debuff.

Now, if you sell a healty prisoner to slavery you get only this debuff:
A prisoner was sold -3 debuff for 4 days. If you have multiple prisoners that you wish to sell at same time, here's the debuffs:

2x prisoners sold = -5 debuff for 4 days
3x prisoners sold = -7 debuff for 4 days

and so on...

We know that selling all organs we earn 690$ without bonus. Now to make it profitable selling prisoners instead. The market value of a prisoner must be greater than 1150$ otherwise is less profitable than selling organs.

Market value: 1150$ x 0.6 = 690$ same price for 3 organs and less mood debuffs.

NOTE:
1. Once you capture a prisoner, heal the injuries before selling. Any injuries decreases its value.
2. Cloths worn do not affect the price of the pawn, sell it naked.
3. Food poison or anesthesia decreases the price of the prisoner.
4. Feeding the prisoner with nutrient paste food do not affect the price or any other mod debuff the prisoner have. It's recommended feeding with nutrient paste to not waste your food resource since it's the most efficient food in the game (160% efficient compared to normal food).
5. Anesthesize your prisoners once healed and bring it to the Cryptosleep casket. The anesthesia effect duration is 6hrs in game. Doing so, before putting the prisoner inside the Cryptosleep casket, wait 4-5 hours, this way when you decide to remove the prisoner from the casket, you have to wait just 1-2 hours before waking up. This is why is best having a Cryptosleep casket near prison to quick put inside, outside when you have a pirate trader. There's also a chance that once you remove the prisoner to suffer for a short time of Cryptosleep sickness which decreases the price of the prisoner. Wait to disappear the effect before selling.

No matter the social skill of your pawn have, either level 1 or level 20, all prices are calculated the same:

Formula:

M = Market Value
Fp = Final Price
Bonus = Your pawn skill you use for trade in %

Fp = (M * 0.6) * [1 + (Bonus / 100)]

Example: Your pawn have a skill of 15% bonus and the item you sell is worth 400$ in the market;

Fp = (400 * 0.6) * [1 + (15 / 100)] = 276$ silver

NOTE 2:
If you decide to form a caravan and go to a nearby settlement to sell the prisoner or any other items, you get another buff of 2% of the price.