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Topics - Epishade

#1
Manhunter events and maddened animals in this game have no real challenge to them.  An animal sees you, you hide behind a door, it hits the door for a few times, and then it goes away.

What if they never stopped attacking though?  Now eventually they'll bust through, and you'll have an actually interesting challenge on your hands, rather than just a bunch of free meat like manhunter events currently are.

I know nothing really about modding, but I was hoping this idea might be interesting to someone who sees it and might make a mod for it.
#2
Mods / [Mod request] Haul urgently for animals only
October 28, 2019, 09:30:58 PM
It would be a really nice idea QoL-wise if you could designate items to be urgently hauled by animals only.  Want some chunks or drop-pod items on the other side of the map?  Why waste a colonist's time retrieving them when an animal could go out there and haul it for you instead?

As it is now, in-game, the only way you can really do this is drag a zone over the items you want hauled, invert the zone, apply it to your colonists, and then order the items to be hauled.  Then your animals will go and get them...if there isn't anything that needs hauling closer in the base that is.
#3
The solar flare as it currently is, is quite a boring game mechanic.  There's nothing you can do to prevent it and it just happens and you have to wait it out.  If it lasts long enough, bye bye freezer food.  I sure hope I don't get raided during a solar flare where every single turret is powered off.  I know that plenty of players turn it off.

If instead it only knocked out half of your electronics, that would at least introduce a more interesting gameplay aspect to it.  Depending on how many coolers you have running, your freezer may just survive!  And then only some of your turrets got shut off, so that raid right outside your door may be held just barely with the remaining turrets and pulling some pawns to come help.
#4
Hello.  The title somewhat describes the problem to an extent.  It's a bit more though.  Currently the game does not correctly check for a pawn's most efficient path if it involves climbing over objects using chairs/stools as a "step ladder".  They will actively take a route that takes longer to get to their destination than if they had just climbed over the object blocking them in the first place.  Some things first to know:

1. Pawns take an amount of time to "climb up" on top of an object.  After they are up, they can cross any adjacent objects (ie beds, workbenches, tables) without movement speed penalty.
2. Different objects take a different amount of time for the pawn to "climb up" on.  Chairs and stools take the least amount of time out of all objects in the game to climb.  Something like the high-tech research bench takes a much larger amount of time to climb.

You can use this knowledge to your advantage... sort of.  If a pawn climbs up on a stool/chair first and then crosses a research bench (or other object), they will take significantly less time than if they had just started by climbing the research bench itself.  The problem is that pawn pathing is not programmed to correctly take this extra bit of efficiency into account.  If a chair is placed next to a research bench, the pawn will actively avoid using the chair as a step ladder if ordered to climb over the bench (which would be faster) and will prefer to just climb up the bench itself.

Here's an example where, on the left, I forced a pawn to use the chairs as stepladders in order to climb the research benches by giving her no other option.  On the right, the pawn avoids using the chairs as stepladders, and instead prefers to jump down from each research bench after they're up, instead of using the adjacent chairs to stop them from having to climb up again.  If the pathing was written to be the most efficient, the pawn on the left should have taken a straight line, instead of avoiding the chairs like he has.
Example in pics 1 and 2: https://imgur.com/a/4sXA3Il

Pictures 3 and 4 are an actual example in my base where pawns not taking the most efficient path makes them considerably slower than they should be going through the room.

On the left, I manually ordered Webster onto the first research bench chair, and then ordered her into the room, which she did by climbing through the medical bed.  On the right, I simply ordered Kelvin into the room without telling him to get onto the research bench chair first.  You can see he takes a route through the standing lamp and vitals monitor and then climbs onto the medical bed to cross it, resulting in a much slower path.

Hoping this might be able to be addressed with 1.0.  Thank you.
#5
Mods / [Mod Request] Deadman's Apparel From Downed Pawns
November 12, 2017, 12:13:32 AM
Hello!

I think it's sort of a pain that whenever a raid occurs, afterwards you have to strip all of the downed raiders/tribals before they die so that their apparel doesn't become dead-man's apparel.  It's basically a loophole and isn't a very fun mechanic in the game imo.  In addition, usually the raiders carry better clothing than my colony, and my guys end up wearing raider clothes, which completely eliminates the need to create my own clothing.

Is there any sort of simple mod that could be created or exists already to designate apparel stripped from a downed pawn as deadman's apparel?  I'd like to make the game harder in this regard by removing the incentive to strip downed pawns so that I have to make or buy my own clothing if I want non-deadman's apparel.  As it is right now, the tailor bench serves little purpose when you can get by with just raider clothes the entire time.