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Topics - Amnesiac

#1

This poor child has Paralytic abasia. He lies in his poor quality bed in his cave bedroom with no light, no friends, and no entertainment. He lies there and does nothing all day. Despite that, he's not all that unhappy. His biggest complaint? Not learning anything new!




Is it possible for us all to band together and get this poor child a tutor that will come to his bedside and teach him a few things? Maybe he won't be as good with physical work, but he could learn how to do math and writing! Maybe he can still grow up to be book-smart and be a useful member to society!


Or maybe he will spend the rest of his childhood in his cave... all alone... not having learned a single thing his entire childhood... his face tattoo is fitting.


#2
Mods / Mod Request: Prioritize harvest zone
July 18, 2021, 02:19:07 PM
Instead of manually right clicking and selecting "Prioritize harvesting cotton plant" during a cold snap, it would be nice if you could right click a growing zone and select "Prioritize harvesting zone" and your pawn would harvest the zone until there are no more plants designated to harvest.

I know you can prioritize plant cutting and growing, but this doesn't stop the pawns from going to eat, sleep, etc. like prioritizing any other task does. (Like prioritizing a workbench temporarily to get that item you need crafted asap).
I've searched for a mod like this, but could not find anything. If one exists please let me know! I was honestly surprised I couldn't find one.
#3
The quest wants me to build steel walls in the same cells it wants me to build steel doors.


Screenshot: https://i.imgur.com/yL8kuAL.jpg


Here's the debug from the quest
-----------------
Id: 41
State: Ongoing
Data:
<saveable Class="Quest">
  <id>41</id>
  <name>Fearful Edifice</name>
  <appearanceTick>11414000</appearanceTick>
  <acceptanceTick>11570843</acceptanceTick>
  <ticksUntilAcceptanceExpiry>27991</ticksUntilAcceptanceExpiry>
  <acceptedBy>null</acceptedBy>
  <challengeRating>1</challengeRating>
  <description>A mysterious message has arrived. It seems it was transmitted by a machine persona that refuses to name itself. The message asks that you build a very specific monument.

The monument is 18 x 8 in size and will require these resources (total value $953):

  - Marble blocks x226
  - Granite blocks x221
  - Steel x290

Construction must be completed within &lt;color=#87F6F6FF&gt;13 days&lt;/color&gt; of accepting the task. Upon completion, transport pods with the following resources will arrive (total value&lt;color=#DBB40CFF&gt; $3400&lt;/color&gt;):

  - Resurrector mech serum x2</description>
  <root>BuildMonument_Basic</root>
  <signalsReceivedDebug IsNull="True" />
  <parts>
    <li Class="QuestPart_DestroyThingsOrPassToWorldOnCleanup">
      <things>
        <li>Thing_MonumentMarker709963</li>
      </things>
    </li>
    <li Class="QuestPart_DropPods">
      <inSignal>Quest41.OuterNodeCompleted</inSignal>
      <dropSpot>(-1000, -1000, -1000)</dropSpot>
      <useTradeDropSpot>True</useTradeDropSpot>
      <mapParent>WorldObject_95</mapParent>
      <items>
        <li Class="ThingWithComps">
          <def>MechSerumResurrector</def>
          <id>MechSerumResurrector709964</id>
          <health>80</health>
          <stackCount>2</stackCount>
          <questTags IsNull="True" />
          <target>null</target>
        </li>
      </items>
      <pawns />
      <importantLookTarget>null</importantLookTarget>
      <thingsToExcludeFromHyperlinks />
    </li>
    <li Class="QuestPart_Pass">
      <inSignal>Quest41.monumentMarker.MonumentCompleted</inSignal>
      <outSignal>Quest41.OuterNodeCompleted</outSignal>
    </li>
    <li Class="QuestPart_DropMonumentMarkerCopy">
      <inSignal>Quest41.OuterNodeCompleted2</inSignal>
      <outSignalResult>Quest41.DroppedMonumentMarkerCopy</outSignalResult>
      <mapParent>WorldObject_95</mapParent>
      <copy>null</copy>
    </li>
    <li Class="QuestPart_Letter">
      <inSignal>Quest41.DroppedMonumentMarkerCopy</inSignal>
      <letter Class="StandardLetter">
        <ID>567</ID>
        <def>NeutralEvent</def>
        <label>New monument marker arrived</label>
        <lookTargets IsNull="True" />
        <relatedFaction>null</relatedFaction>
        <text>Since the monument marker has been destroyed, a new one has been sent.</text>
        <quest>Quest_41</quest>
        <hyperlinkThingDefs IsNull="True" />
      </letter>
      <useColonistsOnMap>null</useColonistsOnMap>
    </li>
    <li Class="QuestPart_Pass">
      <inSignal>Quest41.monumentMarker.Destroyed</inSignal>
      <outSignal>Quest41.OuterNodeCompleted2</outSignal>
    </li>
    <li Class="QuestPart_QuestEnd">
      <inSignal>Quest41.OuterNodeCompleted3</inSignal>
      <outcome>Success</outcome>
      <sendLetter>True</sendLetter>
    </li>
    <li Class="QuestPart_Delay">
      <inSignalEnable>Quest41.monumentMarker.MonumentCompleted</inSignalEnable>
      <outSignalsCompleted>
        <li>Quest41.OuterNodeCompleted3</li>
      </outSignalsCompleted>
      <expiryInfoPart>Protect the monument for {0}</expiryInfoPart>
      <expiryInfoPartTip>Protect the monument until {0}</expiryInfoPartTip>
      <inspectString>Protect for {0}</inspectString>
      <inspectStringTargets>
        <li>Thing_MonumentMarker709963</li>
      </inspectStringTargets>
    </li>
    <li Class="QuestPart_DestroyThingsOrPassToWorld">
      <inSignal>Quest41.OuterNodeCompleted4</inSignal>
      <things>
        <li>Thing_MonumentMarker709963</li>
      </things>
    </li>
    <li Class="QuestPart_Letter">
      <inSignal>Quest41.OuterNodeCompleted4</inSignal>
      <letter Class="StandardLetter">
        <ID>568</ID>
        <def>NeutralEvent</def>
        <label>Monument time expired</label>
        <lookTargets IsNull="True" />
        <relatedFaction>null</relatedFaction>
        <text>Your time limit to construct the monument has expired. You have failed the quest 'Fearful Edifice'.</text>
        <quest>Quest_41</quest>
        <hyperlinkThingDefs IsNull="True" />
      </letter>
      <useColonistsOnMap>null</useColonistsOnMap>
    </li>
    <li Class="QuestPart_QuestEnd">
      <inSignal>Quest41.OuterNodeCompleted4</inSignal>
      <outcome>Fail</outcome>
    </li>
    <li Class="QuestPart_Delay">
      <inSignalEnable>Quest41.Initiate</inSignalEnable>
      <inSignalDisable>Quest41.monumentMarker.MonumentCompleted</inSignalDisable>
      <outSignalsCompleted>
        <li>Quest41.OuterNodeCompleted4</li>
      </outSignalsCompleted>
      <state>Enabled</state>
      <enableTick>11570843</enableTick>
      <delayTicks>793831</delayTicks>
      <expiryInfoPart>Expires in {0}</expiryInfoPart>
      <expiryInfoPartTip>Expires on {0}</expiryInfoPartTip>
      <inspectStringTargets />
      <isBad>True</isBad>
    </li>
    <li Class="QuestPart_DropPods">
      <inSignal>Quest41.Initiate</inSignal>
      <dropSpot>(-1000, -1000, -1000)</dropSpot>
      <useTradeDropSpot>True</useTradeDropSpot>
      <mapParent>WorldObject_95</mapParent>
      <items />
      <pawns />
      <importantLookTarget>Thing_MonumentMarker709963</importantLookTarget>
      <thingsToExcludeFromHyperlinks>
        <li>MonumentMarker</li>
      </thingsToExcludeFromHyperlinks>
    </li>
  </parts>
  <tags />
</saveable>

Active QuestParts:
QuestPart_Delay (index=11)
#4
Bugs / Insect hives spawn in rivers
September 25, 2018, 02:19:03 AM
I did a search for this, and I saw that a developer said "I think it's okay as long as it's in shallow water"

I really think this should be revisited for the following reasons:

1. It just looks like a bug:
https://i.imgur.com/uVHBhOg.jpg
https://i.imgur.com/lw5IGLW.jpg
https://i.imgur.com/eF5r7tD.jpg

2. I feel like the mechanic was intended to cause danger for people who dig into huge mountain fortresses that are unassailable, but instead allowing them to spawn in water causes them to spawn on a map with few mountains and possibly only cause damage to reputation as the bugs attack travelers who happen to decide to walk through the river.

3. If they are tunneling in, wouldn't the water drain down the holes? Do bugs really like hanging out in a river rather than an actual deep dark cave?

4. There were other places the hive could have spawned that would have actually caused a threat for me, as I am currently digging into a mountain, but instead they spawned in a river that runs under a mountain halfway across the map, that has been there since I started the game.


Thank you for your time  :)