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Topics - Snafu_RW

#1
Prolly reported previously, but just in case: a meteorite strike on a constructed floor tile marked to be deconstructed will destroy the floor (as expected), but the job marker remains (can be cancelled) even thru the unmined meteorite

Mostly visual IMO (no obvious way to see if pawns will try to complete that uncompletable job; I'll keep an eye on it), but irritating & unexpected..
#2
General Discussion / B18 Firefoam uses
January 11, 2018, 07:57:15 PM
Wiki says:
QuoteAs firefoam poppers deplete shields, it can be used as a countermeasure against shielded enemies. The popper can be triggered, instantly destroying the shields of enemies and leaving them vulnerable, while sparing the shields of allies standing right next to it.
but doesn't mention this shield-discharging effect for FF mortar shells or IEDs. Can anyone confirm/deny this anti-shield effectiveness in the current version?
#3
Bugs / B18 item stash bug
December 24, 2017, 01:59:35 PM
I've just used drop pods& caravanning to get my AI core. When the pods appear on the map (drop on edge) they're inside a mountain along with the enemy mortar base, meaning I can't see my pawns or the enemy. Caravanning allowed my lot to appear in the visible third of the map, but still came under fire from the mortar crew with no way to tell where to dig to access the enemy emplacement (& the building containing the core)

I eventually managed to gain access to the hidden area by waiting (while under mortar fire) for the 'spare' enemy to dig his way out to gain access to me, but it was a tough & very close call!

I've not seen a similar report of this sort of thing, so I thought I'd better report it. A save is available if you wish..
#4
Ideas / Just a few QoL suggestions for B18:
December 06, 2017, 08:27:54 PM
The new alert for deep drill running out of resources is great! Could it be added to the moisture pump too please (& similar installations I've forgotten)?

While talking about the moisture pump, could we have the tooltip for 'land under the cursor' enabled while the pump is selected? This would enable pumping in odd-shaped spots without the need for constant select/deselect to discover if the land tile within radius /really/ needs to be dried, IYSWIM

Alerts: the new 'foghorn' sound:

I feel that the sound is less 'immediate/urgent' than the old 'General Quarters!' naval battle siren. How about we categorise this way:
  • GQ siren for things requiring immediate, instant attention, eg raids (including manhunter pack), tornado, fire, colonist downed etc
  • Horn for less critical alerts but still need to be dealt with ASAP, eg toxic fallout, manhunting animal, ZZtt, <random> kit breakdown etc. 
Not an exhaustive list, but a general idea as to prioritisations

Oh, & it would be nice if the new spaceship 'sensor module' would enable the display/quantification of all mineral deposits on the local map. So if you built a deep drill scanner, tooltipping the green overlay would display the mineral there; if you didn't build the deep scanner it would only display the surface deposits with no further explanation (requires lots of power to run, same as DD scanner). Let hills/mountains be cored more efficiently than the current strip-mining approach! :)
#5
General Discussion / Wiki suggestion
November 28, 2017, 04:35:38 PM
I couldn't find how to contact wiki mods on the wiki page (if there are any!), but wouldit be possible to alter login/create account pages to use https: rather than plain http:? This would make my browser & I a little more comfortable.. ;)
#6
General Discussion / Savant
July 20, 2017, 12:17:57 PM
I just had the rare Savant event happen in my current game! Yay!

It happened to a muffalo.. :( Err.. how could you tell that a muff (of intermediate intelligence) became a savant?