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Messages - Darkshadow

#1
It depends on how you would set the relative priorities, I normally set repair higher than build partly because its quicker, but also because it could be a really important building that needs repairing and given that repairing is much much cheaper than rebuilding it is likewise much more important.

While I set my builders as repairers, I often have non-builders also set to repairers. So overall I am not so keen to merge them unless you are planning on adding interesting new job types.
#2
I believe the common issue to both is that they have been removed to try and prevent people making a colony that is a bunker buried indoors with no way in for pirates and no challenge.

Fertilizer pumps were used to make large underground farms which were better than hydroponics, trees were also grown inside bases and this change is designed to make colonies be more accessible to the outdoors. If you make trees only growable outdoors and much slower so you have to plant a plantation too large to protect with walls, that should be a happy middle to the current option of wild growth only.

The real solution to underground bases would be making mining harder and slower to prevent people building whole bases inside a mountain (this isn't dwarf fortress despite the parallels), I find the game much more interesting and challenging if you have to build a set of buildings outdoors with little natural protection, defended by the colonists and clever base design not exploit-y kill boxes.
#3
General Discussion / Re: Strange Eating Behaviour
February 20, 2015, 08:14:58 PM
Hopefully it is just a case of update changing the balance. That weird behaviour wouldn't be so weird if they choose to eat on the floor if the dinning table is half a map away. This behaviour just needs to adjust the range they are willing to travel to get a seat.

I've not only noticed colonists eating on the floor, but going to the storeroom to eat raw potatoes (yuk!) while stack of cooked meals lay sat in the dinning room, this is probably a related issue.
#4
General Discussion / Re: Ideal temperature
January 08, 2015, 02:36:02 PM
Quote from: JimmyAgnt007 on January 08, 2015, 01:18:31 PM
I keep food at -10 since you gain heat whenever the door opens.  Nothing wrong with freezing food.
Plus the temperature is then low enough to survive a power cut without thawing.

Room temperature is normally defined as 17-18c and colonists are quite happy that that temperature, though I'm often lazy and leave it at 21.
#5
I believe a civ unit represents many many people. Whereas a pawn is one person, so not sure what similarly you are referring to.
#6
 I think that's just so you can play a game in a reasonable length of time, all games do it same reason a day is only a few minutes.  Besides the planet isn't earth so having a different length intervals isn't weird at all.
#7
Help / Re: Append more properties to a "core" definition
December 18, 2014, 08:36:41 AM
Thanks everyone. Shame this can't be done... I'll have to think of a mini-project that doesn't involve extending core defs.
#8
Help / Append more properties to a "core" definition
December 17, 2014, 04:42:18 PM
I am trying to made a definition pack which adds extra traits for people. I've added the traits claustphobe and agoraphobe.

<?xml version="1.0" encoding="utf-8" ?>
<TraitDefs>
  <TraitDef>
    <defName>Claustrophobe</defName>
    <commonality>0.4</commonality>
    <degreeDatas>
      <li>
        <label>Claustrophobe</label>
        <description>NAME is terrfied of enclosed spaces. HECAP can't stand caves or small rooms.</description>
      </li>
    </degreeDatas>
    <conflictingTraits>
      <li>Agoraphobe</li>
    </conflictingTraits>
  </TraitDef>
  <TraitDef>
    <defName>Agoraphobe</defName>
    <commonality>0.2</commonality>
    <degreeDatas>
      <li>
        <label>Agoraphobe</label>
        <description>NAME does not like open spaces. However HE is fine in spaces others would find cramped.</description>
      </li>
    </degreeDatas>
    <conflictingTraits>
      <li>Claustrophobe</li>
    </conflictingTraits>
  </TraitDef>
</TraitDefs>


These work fine but I am trying to now append more infomation to the core thought defintions for example I would like to add the following code:
<ThoughtDef>
    <defName>EnvironmentCramped</defName>
<nullifyingTraits>
<li>Claustrophobe</li>
</nullifyingTraits>
  </ThoughtDef>

Now I don't want to overwrite the whole though definition (as that would lead to worse compatibility issues with other mods and future versions). I want the game to load the core version of the though def and then append the nullifyingTraits list item. Is there any way of doing this?