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Topics - Euzio

#1
Bugs / [B18] Pawns self interrupting to start another job
December 04, 2017, 10:50:53 PM
Pawns would sometimes self interrupt to do another job that is within that priority queue. I think someone has made a post on this in general discussions with regards to doctoring. I myself have encountered it once so far in which my doctor was tending to a wounded pawn but would suddenly just leave him without completely patching him up and start on another pawn in the next bed.

It seems to be most prevalent in Construction jobs. The pawns would sometimes construct for example a Granite Wall halfway, then suddenly stop and start on another Granite Wall next to it while leaving the previous job unfinished.
#2
Bugs / Unable to type in amount of items to Trade
February 06, 2017, 09:52:43 PM
Not sure if its just me but when a trader rolls by. I can't seem to set the amount of items I wish to trade by typing. Lets say I have 500 smokeleaf joints and wish to trade 400 of them. But each time I type any number, both with the normal keyboard or the numpad, the number just goes to zero.

The only way I can sell specific amounts is to use the click functions which is to manually mouse-click the icon to either sell all or buy all. Either that or I have to manually click it by mouse 1-by-1 which is pretty tedious. Anyone else having this issue?
#3
Ideas / Choosing specific types of outfits
July 09, 2015, 03:26:16 AM
Currently, we are given the option to choose the quality level of clothing, durability its at, and what type of clothing it is (parka, jacket, tuques, cowboy hat, etc.)

However, what I'd love to have is the ability to customize the outfits such that they wear only a certain type of material its made of. For example, I want to customize it such that my male colonists would only wear Warg Fur jackets and my female colonists would wear only Muffalo Fur Jackets. Currently, they will just wear whichever type of jacket available as long as its within the quality and durability range we have set it at.
#4
Can something be done bout colonists standing within another hunter's LOS whilst hunting and subsequently getting shot... It makes logical sense that when hunting, you don't fire at a target when your buddy is like in between you and the target... you move to ensure you won't end up hitting your buddy. But RW colonists apparently don't seem to care much since they are perfectly fine with shooting from the back of another hunter and given their notoroius aiming, happy to shoot off their buddy's kidneys as well....

One other issue with hunting is that depending on the weapon being used, they can end up taking forever to execute a downed animal because of the accuracy of the weapon at melee range. Which is kinda hilarious really because they can hit from miles away accurately with a sniper rifle but when it comes to moving in and finishing the animal off, they take eons because they will start shooting everywhere but the animal's head....
#5
So this is to see what everyone's favourite biomes are and their reasons.

So far, I've tried Tropical, Temperate, Boreal and Tundra. My favourite would definitely be somewhere between Boreal and Tundra. I kinda enjoy building in the cold regions since I'm more of a winter lover rather than a summer lover. That and not having to deal with heat is kind of nice in a way. And I also like how muffalos are aplenty in these regions :)

My next playthrough however, I'll be giving he Arid Shrubland biome a try just to see how its different. That and I kinda want to let my colonists wear something other than Parkas for once ;)
#6
Bugs / Colonists eating from Prisoner room tables
July 02, 2015, 12:14:34 AM
Not sure if its considered a bug but colonists would sometimes go into prisoner rooms and eat their meals at the table there. This despite a proper table being set for them close by and having already unchecked the box for prisoner tables as a gather spot.

Perhaps set it such that if its a prisoner zone, pawns won't use any furniture in it?
#7
Basically its simple, when we get the event that a Wanderer wants to join, we can choose to either accept or reject him. If rejected, the wanderer simply hangs around like a tourist then leaves.

I do think this would be a nice option to have rather than having the game force a person on us. Especially when the RNG gods are feeling funny and throw a 70+ year old wanderer with dementia, frail, bad back, old injuries and all manners of negatives that we don't exactly want for our colony.
#8
Hi there,

Is there any way to remove an item that I have spawned into the game? Its the .50 cal Anti-Material Turret Gun thing that I actually spawned into the game via the debug menu to see what it was that was needed to build the AM sentry gun. However, the item spawned was different to what was needed and now its simply taking space in my storage. I've tried disabling the mod as well but it ended up crashing the game due to errors. The item spawned in doesn't look like any regular item as well, just a single redish like circle crosshair. Would be much appreciated if anyone can tell me a way to either remove it or have it destroyed.
#9
So one thing I noticed with A11 is that raiders would often attempt to set fire to geothermal generators outside my base. Do anyone have suggestions on how to protect geothermal generators from raiders torching it? I toyed with the idea of walling it in and make it a 'no-roof' region, but that lightning strikes would on rare occasions strike and damage it (or set it on fire if its a 'dry thunderstorm'. Another would be I wall it in, have a roof, but build one outlet slot in the wall a vent to be able to let the heat out.

Does anyone have any other suggestions?
#10
Right now, the trade merchants that come by only seem to accept commodities that are linked to them. It would be nice if miscellaneous commodities can be sold to all, if not, most of the merchants regardless of what kind they are. For example, Beer can be sold to all the merchants when they get in range since, well, its beer and who won't want a nice drink or two :).

Also, various stuff like food items, meals, etc, can be sold to various merchants rather than just the bulk goods merchants as such. Naturally, the various merchants would command varying prices for the items in question. Like maybe the weapons merchants would value Beer a little more than the others.