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Topics - mlzovozlm

#1
Ideas / beggar quest should just act like trading
August 23, 2021, 11:03:53 AM
late game, the beggar quests can be extremely annoying when the pawns have to haul dozens of stacks to the beggars, who very likely at that point, prefer to stand at the edge of the map next to a random deepdrill site, instead of the real base
says they need 7k silvers, that means 14 round trips of a pawn hauling stacks of 500 silvers -_- or the entire base hauling the silvers to random critical stockpile of silver closeby then let a pawn do the handing over
the silver should just magically disappear like when trading
#2
Ideas / Finding other factions' relics (Ideology)
August 11, 2021, 04:59:35 AM
since there're questlines to find your own relics, what about finding other factions'?
you can help finding the relics then give them the relics to increase relation, or 'betray' them at the end and keep the relics - or hand over to their enemies, to increase 'prestige', or whatever, maybe getting even more friendly and getting even more gifts from enemies of the faction whose relics you own

basically, more quest chains, with different flavors/routes, plus faction interactions.
#3
Ideas / unloading spot
August 09, 2021, 05:31:00 AM
it's simple ¯\_(ツ)_/¯ animals with stuff on them after caravan returns got parked to a spot just like when the caravan is formed, instead of pawns having to walk back and forth the pen(s) at the edge of the base to gt the items
#4
this happened to me a few times already
the donkeys/horses decided they want to have a little nap on ancient complex maps, so when i have to manually march the pawns out at the map edge, *buzzzz* [caravan lost] 🤬
and there's no way for you to wake them up aside from stabbing them
---
so...pack animals, especially the pen ones should wake up and go off into world map if no other pawn is in the map,
or there should be an option/order for the pawn to wake them up without stabbing them, and the map should remain should you dont notice the animals went to sleep and left with all the pawns,until a pawn re-enter and wake them up
or a pawn leaving the map should trigger the animals towake up, then leave as per usual like when they're awake
#5
everything was normal in .3080, but i just got a herd of muffalos went on revenge after i go to .3083

instead of walk over the barricades, the muffalos just bashed on the barricades and got shot to dead

modlist just in case:
Common Sense
Allow Tool
Cleaning Priority
Heat Map (Continued)

Medical Tab
ColoredMoodBar
Show Draftees Weapon
Relation Tab
Dubs Mint Minimap
Replace Stuff
PawnTargetFix
Quality Colors
Bionic Icons
Defense Positions
No Job Authors
Work Tab
NoLazyDoctor
LWM's Deep Storage
[KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings
Injured Carry
Wall Light
*RimHUD
Search and Destroy
#6
the archonexus ending isnt really 'religious victory' since it can pretty much have nothing to do with your base's belief(s), aside from that, it's pretty grindy if you really play to reach it. The 'theme' also differs from the usual 'struggle to defend' with the 3 old ones
how about an ending in which you convert all the other factions to your ideology by having quests to attack and capture each faction's leader. After you capture them, you've to convert them to your religion then release them back so they slowly convert their beliefs to yours.
During the time the leader is imprisoned, you'll be constantly attacked

That way, there's still the usual action-filled periods, it's still differ from previous ship endings, and it's more 'religious victory'   
#7
tldr: pawns should get nutrient paste from dispenser for their inventory, not just for when they want to eat

pawns currently dont go to dispenser to get nutrient paste for their inventory
what it leads to is that if i play a transhumanist base, with only nutrient paste + survival meal, the pawn will go to take the survival meal, which i want to keep in reserve for caravanning. Not efficient use of nutrition
i can of course, disable survival meal from policy too, however, that'd mean manually figuring out who to go on caravan, then switch them to a separate food policy which covers package meal.
Meanwhile, overyone else on a no-package policy at home wont be having any meal in their inventory - a good thing since they'll not ever eat without table, but a bad thing because they no longer have emergency meal and also waste a lot of time to get food from dispenser.
If i decide to enable simple/fine/lavish meals, those're of higher priority than nutrient paste, which leads to the dispenser being useless, and well, why use simple meal when nutrient paste is just much much superior in a transhumanist base?


 
#8
if a bunch of ducks or chickens join the colony, it's extremely annoying having the pawns taking >10 round trips just to take them all into the pens, even if you already ordered for all of the animals to be slaughtered, because leading animals to pen takes priority over killing them
you're lucky if those ducks bunch up in a corner close enough that the pawns wraggle multiple of them at once
pen animals upon joining should make their way up to the pen by themselves even if the pen is not enclosed, they can then wander everywhere if they want to
#9
im on my 2nd base but there're still notification about rituals that only exist on the 1st base
obviously no one is upset about it not being held but being noticed about it is just weird

edit: actually, never mind, it's another ritual with the same name, though eventhough there's a christmas ritual in the ideoligion, there's no [christmas tree] in ritual building list - there's no 'hey you need a christmas tree for this ritual to be eligible' when the ideoligion go created
#10
Ideas / Archonexus Quest vs Raider meme problem
July 28, 2021, 04:44:26 AM
so i sold my 1st base and made myself another set of memes, 1 of which is Raider
this is where it becomes annoying, they get a bunch of mood debuff right from day 1, -13 from not raiding, together with a bunch of others like change desire :|
all of them on extreme mental break right off the bat, and the generated work sites are impossible to raid since they're generated with the last base's wealth/pop count in mind, nothing a team of 5 can safely deal with for the moodlets
#11
i brought 3 horses with 4 pawns to an ancient complex, 1 of them went to sleep at the edge of the map and as the pawns + 2 other horsies left the map and form the caravan, the map continued to exist with the last horse in it, i had to return and stab it to wake it up

Moderator Note: I am no longer able to reproduce this in the current build of the game. If you encounter it again, please repost and follow the 'how to post a bug' rules, including a log and save.  Thanks for the report!
#12
since prisoners follow the usual 'sleeping at night' schedule, it can become rather awkward for the wardens to chat with them, the window of time during which they're all awake for interaction becomes much smaller
once in a while, my wardens walk over to chat with them just for the prisoners to go to sleep before they arrive
so being able to set schedule for prisoners - at least the sleeping time - would be nice (or whatever the solution might be 🤷‍♂️)
#13
Ideas / carnivore/vegan package survival meal
July 21, 2021, 09:47:56 AM
it's simple really, while there're carnivore/vegan fine/lavish meal already, why aren't there for package survival meal and even pemmican?
if you're vegan in Ideology rn, you'll be forced to spend money on animal products (milk + egg) from traders, or to raise the animals yourself, which might be impossible, or might take a longgg time til you reach that point. And the animals don't even produce egg + milk that fast either

so yeah 🤷‍♂️ carnivore + vegan versions for package meal, and pemm. may be
#14
after thousands of hours in this game, this is a first i've seen 🤔
i set the drug policy to have everyone carrying a single wakeup at all time in case of a long fight, without any kind of consumption checked✅
there're 3 gourmand pawns in the base, and all of them has been binging food for ingame years, so it's some kind of an edge case i guess 🧐
probably caused by some AI-tweaking mod i use, can anyone help diagnosing the problem?
the list of mods i use:
Common Sense
Allow Tool
Achtung
Cleaning Priority
Medical Tab
Pharmacist
No Lazy Doctors
Injured Carry



#15
the pawn freezed as the shuttle landing on top of them and push them off
draft-undraft immediately reset them, so yeah, mostly no big problem unless you're not aware of it happening
#16
in the bill description, a prestige cataphract armor require 180 gold. Meanwhile, the detail (i) of the bill in bill select list it as 18 gold. The same happens to the other types of armor + helmet
#17
so, i went on a shuttle assault mission, defeated everything, pretty normal
didn't think of claiming the turret after cutting off its power supply since normally, once you form caravan, it's yours pretty much anyway
shuttle however, as all buildings get installed upon arrival, the thing turned hostile immediately, can't claim it either obviously
#18
attack with shuttle:
i can see that there's an 'items' tab in the shuttle's loading interface. For now though, you can't load stuff in, especially meds. So the mission just doesnt make much sense
unlike reforming caravan, pawns don't get patched up, so there's sometimes the niche scenario when you don't have med to patch the pawns up on the map, and waiting for them to crawl back into the ship, then crawl out of it, maybe even with meds + doctor wait for them right at the landing, mean they'd just drop dead. And there're times when they just simply die on the battlefield
the reward of [camp loot] is also meaningless, not just because most of the time they're worthless beds + bedrolls, in this particular quest, for now, you've to distribute the weight and pick all the stuff up manually
refugee:
all of the refugee quests i came across up til now require you to house a dozen pawns, that's impossible in early game, kind of pointless in lategame unless roleplaying since you don't have much need for manpower, and if you do, just use the free aids. Midgame seems like a prime time for it, but for me, taking in a dozen pawns that i have no info about, some of them might be pyro, some addicted, some out right useless incapable of everything, is just no-go.
i haven't accepted any of those quests yet, can you choose to accept/reject a pawn's offer to stay? because if they just randomly decide on their own, well, i aint gonna risk getting an addict or pyro
#19
General Discussion / storing stuff in drop pod
October 13, 2018, 02:51:52 AM
each drop pod provides 150 kg of goods, and take away only 3 tiles, you dont even need to set up stockpile setting for it, it sound a great stuff to store things in to me, even if it's some quite "luxury" shelf/dresser/etc. 

the question is, does food kept in a drop pod, which is in a freezer, stops rotting like corpse in sarcophagus in freezer?
#20
Bugs / [0.19.2017] '$Animal (dead) $Animal (dead)'
September 05, 2018, 08:06:26 PM
it's simple bug/glitch, just simply hunt down a wild animal and have the pawn prioritize hauling the corpse back, the option'd display '_ (dead) _ (dead)', with '_' being the animal, for example 'cougar (dead) cougar (dead)', instead of 'prioritize hauling cougar (dead)'

this only happens for animal corpse