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Topics - MikeLemmer

#1
I'm playing a game on a planet with no friendly factions. As a result, the game created several minor factions to give me quests. The problem is these factions become permanently hostile the moment they take any friendly damage.

For instance, one quest gave me 7 expendable Berserkers to help attack the quest's Mechanoid node. In the crossfire, I accidentally hit one of the Berserkers with a bullet and suddenly they all became hostile to me as relations permanently broke down.

After finishing that quest, another minor faction gave me a quest to host 2 people for several days. Unfortunately, one of them got into a social fight with one of my colonists. Relations permanently broke down because he got punched, and I now have to deal with a failed quest and 2 hostile NPCs roaming my base.

Please change minor factions so they're more tolerant of social fights and friendly fire in the midst of a pitched battle.
#2
I got a quest from the Empire to watch 2 of their dryads for a few days. The moment the dryads got off the shuttle, they immediately fled the map. I couldn't do anything to stop them and failed the quest.

Save file: https://easyupload.io/1rnphf

Moderator Note:

This has been resolved in more recent builds, dryads will no longer be chosen for these missions.
#3
Bugs / [1.0.1953] Near-Infinite Stack Tidying Loop
July 04, 2018, 01:19:25 AM
I saw a weird bug in stack-tidying. Two stacks of 9 Meals were slightly separated; two colonists decided to tidy up both stacks simultaneously. Each would take 1 Meal from a stack and move it to the other stack, ending up with two stacks of 9 again, so they both tried to tidy up again. They got stuck in this loop for about a half-minute.

[attachment deleted due to age]
#4
Bugs / [1.0.1946] Same NPC in 2 Different Factions
June 26, 2018, 01:22:22 AM
I came across a weird bug where the same NPC (related to 2 different PCs) was in 2 different factions. (Look under Social in the Characters tab.)

https://ufile.io/46200
#5
It's strange to have tornadoes occurring during Clear weather. It should be at least Cloudy, preferably Dry/Rainy Thunderstorm.

Moderator's edit (Calahan) - Moved from the A18 feedback thread.
#6
Bugs / [0.18.1700] Boomalope Meat Cargo Pods Explode
October 25, 2017, 11:05:52 PM
I was watching a group of cargo pods land when one of them made an explosion sound (but no actual explosion). The cargo was boomalope meat.
#7
Packaged Survival Meals aren't counting as food for caravan creation:

#8
Ideas / Redoing the Hauling System
January 14, 2017, 08:30:25 PM
A lot of late-game problems with colony management are related to the current Hauling system. Currently, haulers can easily get occupied hauling just 5-10 berries across the base every time someone cooks a single meal, ignoring harvested wood, crops, and drop-pod items disintegrating out in the open. Here's my proposal for making the Hauling system more efficient with minimal extra complexity.

Behind-the-Scenes: Change Hauling Priorities

Currently, hauling priority is based solely on the colonist's distance to the item-to-be-hauled. This means haulers will often get occupied items back & forth across the base while items outside the base walls decay. I would change hauling priority to be based on 3 criteria:


  • Spoiling items get top priority.
  • Deteriorating items get second priority, behind spoiling items.
  • Then which item to haul is determined by proximity.

All spoiling items will be hauled first, followed by all deteriorating items, and only then will stable (non-spoiling/non-deteriorating) items be hauled. This is to reduce how much manual hauling assignment is needed to stockpile items before they spoil/deteriorate.

Two New Types of Stockpiles

The biggest change is the addition of 2 new types of stockpiles:

  • Gather Stockpiles: Gathers together multiple small quantities of items into larger stacks for more efficient transportation.
  • Supply Stockpiles: Stores stacks of items that are gradually depleted, such as ingredients for cooking, meals for the dining room, and kibble for animals. Only requests more items once it drops below a certain amount.

Here's a rough flowchart of how it would work:



Gather Stockpiles: The Technical Details
Gather stockpiles are a special type of stockpile that have no priority. They are compared to other stockpiles based solely on distance. They also only accept items that aren't already in a stockpile.

Once there's a full stack of items on a Gather Stockpile, or X hours have passed since the first item in a stack was hauled onto it, that stack will be hauled to a standard stockpile. The X number of hours can be set via slider, replacing the Priority setting. This is to give haulers time to gather a large stack before it's moved.

Gather Stockpiles only hold items temporarily, either to put them someplace safe for future hauling, or build large stacks before hauling them.



Here, a Gathering Stockpile is used to collect wood, berries, stones, and animal corpses into large stacks for more efficient transportation later. You could set a roof above it to keep wood from deteriorating, or get fancy and set it in a small freezer to keep food from spoiling while it awaits transport.

Other uses include:

  • Set one up next to a battlefield to quickly get looted weapons/apparel underneath a roof before they deteriorate.
  • Set one up next to fields outside your colony to temporarily store harvested crops without hauling them all the way back to your colony.
  • Set one up next to a stove or drug lab to stack up meals/drugs until you have a full stack ready to transport to your stockpiles.

Supply Stockpiles: The Technical Details
Supply stockpiles have no priority. Instead, they automatically request more items once they drop below a certain threshold. This % threshold can be set via slider, replacing the Priority setting.

For example, you can make a 2-tile Supply Stockpile for meals in your dining room and set it to request more items once it drops below 50% capacity. Once it drops below 10 (out of 20) meals, it will automatically request another stack of meals. This is more efficient than a high-priority standard Stockpile, which would immediately request more meals the moment a single meal is eaten.

Other uses include:

  • Set up Supply Stockpiles next to production tables to provide ingredients.
  • Supply Stockpiles for medkits in Hospital Rooms.
  • Artillery shell Supply Stockpiles for mortars.



Here, all 3 types of stockpiles are used to make a hauling-efficient kitchen. Two 1-tile Supply Stockpiles (one for meat, one for veggies) are set adjacent to the stove with a 33% threshold. A Gather Stockpile for meals with a 4-hr timer is also set adjacent to the stove. A large standard Stockpile is set in the freezer. The cook delivers his meals to the Gather Stockpile because it's closer than the freezer Stockpile; once the Gather Stockpile has a full stack of 10 meals or 4 hours have passed, those meals are hauled to the freezer. The cook takes his ingredients from the meat & veggie Supply Stockpiles next to the stove; they don't request more items until their stack has dropped below 25 items (33% quantity). This keeps the cooking running steadily without requesting a hauler every time the chef cooks something.

I've also set up Supply Stockpiles for the dining room and dog kennel. The dining room has a 2-tile meal Supply Stockpile with a 50% threshold; the kennel has a 4-tile kibble Supply Stockpile with a 75% threshold. These thresholds ensure only full stacks of supplies are hauled to them.
#9
Ideas / Need More Plasteel Veins
January 11, 2017, 05:16:33 PM
As I gear up to build a spaceship for the 2nd time, once again I'm hitting that lull in the endgame where you hunker down until you gather enough resources to build the spaceship. At this point, I would love to finish my colony and start a new one, for I've pretty much built everything I need to aside from the spaceship, but the spaceship feels like the necessary conclusion for this story, so I'm waiting for it. While pondering what resources I'll need for it, I realized something:

  • You need tons of plasteel to complete the spaceship, yet plasteel is the rarest resource on the map. Rarer than gold, jade, or uranium; I've hit multiple nodes of all three, but have yet to discover a plasteel vein.

At this point, the main obstacle to finishing this colony is gathering enough plasteel to complete the spaceship. My current options are to trade for it, or constantly mine/deepmine in the hopes I hit a lucky node. Neither option is alluring. Furthermore, this plasteel scarcity means it should barely be used for anything else, including weapons and power armor. This is rather boring.

I say plasteel should be nearly as common, or more common, than gold and uranium, to make it a more viable building material and make building the spaceship less of a grind.
#10
Ideas / Additional Work Priority: Manual
December 31, 2016, 12:21:11 AM
I would like an additional work priority below Priority 4: (M)anual. Colonists will only do Manual work types if you Prioritize a job via right-click. I want this setting because I currently have to set work types to Priority 4 if I want to manually assign a colonist a job (for instance, if my primary doctor is in shock and I need one of my regular colonists to tend to him), which can lead to some mishaps if they run out of other work.
#11
I'm running a 2-colony game in A16. I've occasionally hit a bug where I'm completely unable to haul items to a certain stockpile, like said stockpile doesn't even exist. The stockpile is within their allowed area. So far, my solution has been to delete and remake the stockpile until it works. I'll post a save of it when I can replicate it.

EDIT: Scratch this bug, it was just a screwup with the hauler's restricted area.
#12
Bugs / (A16) Kind Trait still insults others
December 26, 2016, 11:59:25 PM
Just caught a colonist with the Kind trait insulting another colonist. I can provide a save if necessary.

[attachment deleted by admin due to age]
#13
Ideas / Pets Randomly Eating Drugs is Poor Balance
December 22, 2016, 06:35:01 PM
In the Bugs forum, this issue cropped up:

Quote"My cat, that I had from the very beginning of the game, suddenly overdosed on wakeup.

"I don't think animals should eat drugs so I think this is a bug. If it wasn't a bug then there would be no way to mass produce drugs without occasional animal deaths without HUGE micromanagement. I guess it would be ok, if they didn't die, like people, although I still don't think it makes sense for animals to eat drugs."

Tynan replied with:

QuoteIt is intended, and it's one of the downsides of having drugs around. It balances their power and lucrativeness.

I'll be watching for balance feedback on this.

Here's my feedback: it's poor balance because we can't build the one blatantly obvious solution to this problem. Like shelves. Or boxes with latches on them. We literally have nothing to put the cookie jar on top of. Hell, technically we can't even make the cookie jar. Regardless of whether it actually balances drugs, it only works because the game's missing fundamental objects. And it makes its lack of them stick out like a sore thumb.

Personally, I'd love it if A17 had a Shelf object specifically to prevent pets from eating stuff on them (not to mention handle the problem of making 1-tile large stockpiles or temporarily holding meals until you have X amount to transfer). But regardless of whether or not they're added, there should be other ways of balancing drug use. My suggestions? Give drug-crafting (and randomly picked-up drugs) a failure rate similar to the chance of food poisoning, so there's a chance of overdosing or other bad side effects. Perhaps have the drug lab occasionally explode or catch on fire. You know, the actual risks of making (and taking) homebrewed drugs, the ones that aren't solved simply by putting them in a box.
#14
Bugs / 100%+ Manipulation gives extra meat on Butchering
December 22, 2016, 02:09:43 PM
If you have a colonist with a high enough Manipulation, you can get a butchery efficiency of 110%+. I think butchery efficiency should have a hardcap of 100%, since you can't conjure extra meat out of thin air through skill.
#15
If you have multiple colonies, is the event difficulty for each colony determined by the total population of all your colonies? Or just the population of that particular colony?
#16
Ideas / Roaming Herds & Global Events
December 21, 2016, 07:26:53 PM
Now that I've been playing A16 for a few weeks, there's some expansions on its ideas I would like to see in upcoming updates:


  • Roaming herds on world map. Rather than just waiting for herds to wander onto my colony's lands, I would like to see roaming herds on the world map and send out a hunting party to intercept them. This would also be a foundational step for seeing/interceping raids and caravans on the world map.
  • Global events. Currently, if you set up 2 colonies next to each other, their events are completely independent. Eclipses, cold snaps, solar flares, volcanic winters, etc will only affect one colony and not the other. Such events should affect all colonies in a wide radius around an epicenter, not just one.
#17
Bugs / (A16) Hard Snow at 44F
December 21, 2016, 12:41:00 AM
My colony is in an ice sheet that straddle the freezing mark during the summer. Today I noticed some unusual weather: a hard snow while the outside temp was 44 F, well above freezing.  I believe what happened is the hard snow started in the morning, when the temp was below freezing, and just didn't change to rain as it climbed during the daytime. I've included a screenshot and can attach a savefile if necessary.

(Yes, I know technically snow can fall at above freezing temps, but such circumstances are rare so I'm inclined to believe this is a bug/oversight.)

[attachment deleted by admin due to age]
#18
I caught my pet husky devouring a Packaged Survival Meal while he wasn't hungry, one that was outside of his allowed zone to boot. See attached pic. I can provide a savefile if necessary.



[attachment deleted by admin due to age]
#19
Currently Plant Cutting is this weird hybrid job that covers 4 different tasks:

  • Chopping trees for lumber
  • Harvesting wild plants
  • Harvesting crops before they're fully grown
  • Removing grass

Although its tooltip says Plant Cutting doesn't have relevant skills, the Growing skill affects both work speed and harvest success rate for all of its tasks. This misdirection, along with crops falling under either Plant Cut or Grow depending on if they're fully grown or not, makes it one of the most confusing job types in the game. And since (judging by the removal of Repairing) Tynan want to reduce the # of job types, I'd suggest removing Plant cut entirely and shuffling its various jobs to different job types.

Here's my suggestions:

  • Chopping trees: Mine (hard manual labor job that harvests building materials)
  • Harvesting wild plants: Grow
  • Harvesting crops before they're fully grown: Grow
  • Removing grass: Clean (misc job, involves removing unwanted plants)
#20
At the start of a new jungle game, I immediately abandoned my first colony and resettled a tile over. When I zoomed out from my new colony, I could hear the ambient sounds of rain, despite it being a Clear day.

Video: https://www.twitch.tv/mikelemmer/v/108341867?t=02m41s