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Topics - Muramas

#1
I feel speeches go on wayyyyy too long and for something that takes the whole colony it is usually not worth the time and to have all my people walk to the throne room, wait the hours long speech and have all of their meters run super low. After the speech my people usually all pull out emergency food and start gorging themselves.

Why hasn't this been fixed yet?
#2
General Discussion / Why is speaches so long?
April 19, 2020, 02:36:48 AM
Am I the only one feeling that speeches are way too long? I tend to draft my Countess to stop the speech because

1. Everyone has to come, leading to lost productivity
2. It last too long, people usually have bad debuffs afterwards like hungry, sleepy etc.
3. The buff it gives is pretty weak.

Like it if lasted an hour and gave everyone a buff then it would be fine.
#3
I was wondering if someone could design a creeping danger such as the Creep from creeper world or the blight from Outpost 2. Creep / Blight would come into the map from a corner of the map and after an amount of time spread out across the map. Wall can slow it down and research can improve the protection of walls.

https://en.wikipedia.org/wiki/Creeper_World
https://en.wikipedia.org/wiki/Outpost_2:_Divided_Destiny
#4
Bugs / Unable to haul or use food
July 30, 2016, 11:15:46 AM
I had an issue where I had a small base and put my stockpile in the far corner. Drop pods came down and I needed to build a spot for them to live in so i walled off the area to place the prisoner's bed but the food was on the side that the prisoner's had.

I was able to choose "consume food" but I was unable to feed the prisoner's with it, eat it myself without prompting or haul it to another spot.



#5
General Discussion / Animal issues
August 23, 2015, 12:44:09 PM
I been playing around and I found a few issues with animals.

#1 - Boat Mating? : I tried to mate two boars (male and female ) and they have been around for over a year and they still have not produced any offspring. I don't know if there is a way to speed this process up or if it is broken with them because I got some chickens and they started asap.

#2 - Egg issues : When I started to lay chicken eggs and they were fertilized my pawns would take them, put them into the kitchen and start stacking them...which was quite annoying because it kept making the time they will hatch longer but then they suddenly disappeared. I think an animal or my pawns were eating them even though I had cooking off...

To work around this I made a small 1x1 room locked with a door and a pawn would put 1~2 eggs in it and I would lock the door and it worked.

I highly suggest that fertilized eggs have a stack size of 1 and you turn them off of being food.

#3 What are you eating?! : During the A12 video Tynan said that animals can graze outside but I found no real way of controlling their diet & which food is being used to tame/train animals. It would be nice to have a trough for animals so I can fill it with "animal food" such as the stacks and stacks of hay they never eat.

#6
Ideas / Improved Stockpiles & Hauling
April 23, 2015, 10:05:14 PM
While playing I found a few issues with stockpiles and hauling and I think this will improve gameplay.

#1: If a preferred stockpile has a high priority (such as important / critical) we should have the option on how few items in that stockpile should be used before attempting to restock it. Setting a stockpile with a slider saying if missing "% of all space in stockpile" Ex: If a stockpile had 2 spots with 10 meals, at 50 restock it will be refilled when there are only 10 left.
This will reduce the amount of small hauls such as a meal stockpile needing to be filled after one meal gets removed or a crafting stockpile which is filled has free space because the crafter is using a part of a stack.

#2: If a crafter produces a item and the closest preferred stockpile (higher priority) is far away we should have an option (other than on the floor and best stockpile) to choose closest stockpile which ignores priority.

#3: Be able to tell haulers to move items from one stockpile to another. Ex: If a stockpile is full I can set a command for haulers to move units to another stockpile.
This will let crafters be able to use the closest stockpile still and have full stockpiles migrated away.

#4: Limit how many items exist in a stockpile. Ex: 1 stack of each leather and the rest cloth
This will help limit the use of multiple stockpiles by using larger stockpiles by managing them better.
#7
The constructor went from the stockpile room and went for from #1-#5 in the designated path in the image.

He ignored the closest spots, ignored a whole few rooms and then wandered around the whole building back to where he started.

#8
I had guests from another village come visit and during the night they kept entering and exiting a few bedrooms that I had giving my pawns Disturbed sleep status.

#9
Bugs / [W|0.10.780] Unable to heal captured raider
April 18, 2015, 12:48:21 AM
I captured a raider which was shot and bleeding he is in a room with a prisoner bed and I have set both "doctor care" and "gets medicine".

I select a doctor and try to tell him to cure him and there is no command to heal and no doctors are healing him.

*edit*
it took my guys a few days but they eventually healed him.
#10
Bugs / [W|0.9.725] Pathing Fail #2
February 21, 2015, 02:25:44 PM
I was trying to build a hydroponics bay right beside my character (Noted by the red square) and my character proceeded to pickup iron from the other side of the mountain (Blue square) when there was iron in the stockpile (Green)

I should prob just mine a walkwalk to the other side of this thing.

#11
General Discussion / Item wear and drop zones
February 20, 2015, 02:58:02 PM
I do have to say I am not fond of the changes being made that makes items eventually "wear out". One issue I have with it is that if I wanted to store items I need to keep them inside which lowers their decay rate but if I wanted to trade those items I would need to keep them outside beside the beacon.
If we had things like storage containers that would fix this problem slightly but I honestly don't like the idea of my items eventually going to wear out and be destroyed.

I think a much better idea would have objects like guns and clothing have a decay rate when used and they can be repaired or mended and not objects like medipacks which eventually fade into the void.
#12
Bugs / Pathing fail
February 20, 2015, 12:34:31 AM
I was mining out a room (noted by the red square where they were originally) and one side of the wall was outside. The miners got to the wall they could not reach from inside and instead of going to the next nearest wall they decided to walk around the whole mountain to get to it.



#13
Problem: Temperature seems to be difficult to manage when colonists have their own rooms, the heater / AC sees the room as a separate room from the rest of the building.
Solution: Make an "Air Transfer" that allows temperature flow from one room into another. This could go as far as allowing a hot room get cold air from outside or sharing temperature from multiple smaller rooms to a large one.


Problem: Storing items can be a problem later in the game. This is compounded when you start crafting items to sell.
Solution 1: Design a "Container", these containers hold larger stack of items.
Solution 2: Make a "Dresser" that holds clothing in stacks (Eg allow them to hold 5-10 items), since clothing has different properties it will need to be saved in a list. Also extend this to weapon racks. This could go as far as when the temperature goes to a certain degree colonists can change clothes into something a bit more appropriate.

Problem: After you constructed something (Bed, AC, table etc) and you wanted to move it's location you will need to scrap it and remake it.
Solution: Certain constructions should be allowed to be "moved" this can be done by selecting "move" on the item which looks like the normal build command then the selected colonist will "Pack" the item move the object to where you want it and "unpack" it

Problem: Sharing a room gives a debuff so you make rooms for your colonists. The room sizes seem to need to be larger than 4x4 which is pretty big IMO.
Solution: Keep the shared room debuff or make it larger (or scalable so more people sharing a room has a bigger debuff)
Set 2x2 as "Cramped room" with a debuff -2 to -5
Set 3x3 gets a "Own room" buff of +1 to 2
Set 4x4 or larger gets a "Owns spacious room buff" +2 to 5
#14
Bugs / [W|0.4.466] Hoppers priority
June 11, 2014, 03:47:19 PM
I found when I had hoppers that plant cutter would cut one plant and carry it back instead of cutting all the plants then carrying them back as a huge load which is hugely inefficient.

I found lowering the priority to normal helped fix the problem
#15
Bugs / [W|0.4.466] Large objects on fire
June 11, 2014, 03:44:04 PM
When a large object such as research station catches on fire on the opposite side and the citizen can't reach it the object will keep taking damage and eventually be destroyed and there is nothing you can do about it.

-We need the ability to put out fire faster / bigger area of effect (research?)
-Have large objects count as 1 spot for fires so they could put out the fire/repair from any outer position