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Messages - Kagemusha12

#1
Ideas / Re: Replacing brain with AI Core
March 02, 2017, 05:33:30 PM
That would replace your former colonists brain (and with it personality, everything) with that of a scheming highly intelligent centuries old mechanoid (who, like his brethren, most probably doesn't like humans).

Giving it a body and the capability to act/roam freely in your colony most probably would be the last conscious thing you would be able to do, before you all are enslaved by your new AI overlord :D
#2
It would not only be very nice, but actually necessary, to have the ability to restrict the types of food your animal trainers use for training the pets.

Many (if not most) players separate the food for their colonists and the food for their pets (by making special food for pets (like hay of kibble) available and restricting the anmals from entering the fridge.

Having an animal trainer give human food to the pets can wreak havoc on those plans.

I currently have a good example in my current game:
My 3 dogs have huge amounts of Kibble available (made with hay and human meat gained from the corpses of invaders).
Well, at one point I gave the order that one of my dogs should receive training in hauling.
Afterwards I wondered why  the vegetable stores in my fridge drained at a higher rate than usual.
Well, it turned out that my animal trainer used the vegetables from the fridge to reward the dog ... and not the masses of Hay or Kibble I had in store

Being able to restrict the food used for training wuld be very helpful in order to prevent this
#3
Ideas / Re: Your Cheapest Ideas
February 24, 2017, 04:09:02 AM
Here a (most probably) really cheap suggestion that would be very helpful (for a lot of people):

Make a button (or keyboard command) that switches off all overgrowth over the terrain (i.e. grass, flowers, bushes, trees) so hat only the underlying terrain is visible.

Reason:
Overgrowth makes it harder to see the borders of terrain types (for example rich soil, or normal soil) and therefore, with all the overgrowth in more fertile regions it is rather hard to plan out your growing zones (if you want to keep them all in one terrain type).
Being able to remove all overgrowth gfx therefore makes it much easier/faster to lay out the growing zones


An additional suggestion regarding zones:
When clicking on the zone (both, growing zones aas well as stockpile/dumping zones) show us the number of tiles that are included in this zone
#4
Quote from: ngcq1811 on September 02, 2016, 09:47:47 AM
Hi, Im new to weapon mods and I cant seem to find these weapons in the machining table in a preexisting save.
Do I need to create a new colony ?

That's the standard requirement with most mods
#5
Wenigstens etwas ...
die Bots welche vor einiger Zeit ihr Unwesen hier trieben (und in den frühen Morgenstunden/nachts das Forum mit Threads vollspammten) hat die Registrierungsfrage ja nicht abgehalten
(aber O.K., für die Beantwortung der Registrierungsfrage haben die Bots sicher ihre menwschlichen Companions ;) )

(Gottseidank ist die Forums-Administration der Botplage ja mittlerweile offenbar endlich Herr geworden)
#6
Quote from: Franklin on August 29, 2016, 01:36:33 PM
Yeah, everyone says to build an airlock into fridges, but I've watched the temps of my fridges with non-airlock access and the change is minimal. It'll dance within 1 degree of the target temp.

I imagine you need to see a shitload of traffic to require airlocks.

My fridges always have a shitload of traffic ... both, by people wanting to get out food from the fridge, as well as cooks taking out ingredients or putting completed meals in
#7
Quote from: Serenity on August 30, 2016, 07:53:44 PM
The big toe is pretty important for walking. The smaller toes less so. Similar to thumb and index finger vs other fingers.

I agree ... therefore IMHO it should be:
Thumb lost: -30% Manipulation
Index Finger lost: -6% manipulation
Other fingers lost: -4% manipulation

And yes, that would leave 2% manipulation remaining even with all fi8ngers cut off ... I think that a person with all fingers lost still has a slightly better remaining manipulation capability, than a person with the whole hand lost

Also for toes maybe:
Big uncle: -10% Walking
Small toe: -2% walking
Other toes: -4% walking

Which would give a person -24% walking speed if losing all toes in a foot (and -48 if no toe on any foot is remaining)

Also maybe, the colonists should be able to craft special orthopedian shoes which, when worn by someone with missing toes, can compoensate for the loss of toes by +5 or +10%
#8
Quote from: 8roads on August 26, 2016, 12:09:39 AM
Quote from: eadras on August 26, 2016, 12:02:30 AM
Animals can't use the nutrient paste dispenser, so I'm not if there is an efficient way to do it.  If the dispenser had an automatic mode with a bill, and could just pump out x number of meals, that would be awesome.  Right now I just have it in my prison barracks - saves my warden a ton of time running back and forth with meals.

1. wait till a pawn takes paste, pause game.
2. draft the pawn, the pawn drops the paste
3. undraft the pawn, the pawn takes another paste
repeat...

Sounds like a lot of micromanagement.
Probably better invested into making Kibble (which, after all, can use hay as vegetable ingredient
#9
Quote from: Franklin on August 25, 2016, 05:21:02 PM
Why are you not penning your animals? If you let the colony's cow just wander wherever it wants of course it's going to eat all your food. Who should probably be being fed kibble anyway.

...

Aye ... at least forbidding the colonies fridge should be a must in every animal zoning
#10
General Discussion / Re: Getting sick of it :/
August 25, 2016, 01:42:56 AM
Quote from: Shurp on August 24, 2016, 06:56:33 PM
1) Grow healroot to treat your malaria victims.  BTW, immunity wears off after a while, so yes, after a season an infected colonist can get malaria again.
...

Aye, Healroot fields should be among the first things to establish in a colony (and a grower of sufficient level a very important thing to bring with you among the first three)
#11
Quote from: TrashMan on August 22, 2016, 06:53:01 AM
This mod should be incorporated into the core game

I disagree.
While I likie it and use it, I assume that many players would find it too hard (especially due to the much higher bleeding rate)
#12
Stories / Re: Hammered colonist poll
August 21, 2016, 01:46:07 PM
Didn't happen to me with a colonist ...
but with 2 of my farm animals ... a bull and a pregnant Alpaca ...
they were so drunk that my colonists had to carry them to their sleeping spots

:D
#13
General Discussion / Re: Infestation again
August 18, 2016, 06:11:46 PM
Perhaps what is missing for infestations is some kind of timer that tracks the time that colonists spend time in the room. This way, strongly frequented rooms like the food fridge and rooms where colonists spend lots of time in (like the bedrooms) could either get outright dosregarded as possible infestatio0n targets, or be put at the lowest probability of getting selected as infestation targets
#14
I cannot say anytrhing about 50 damage,
but I always check the wounds of the raiders that get killed ...
and all too often I also  wondered why they got killed, because they just had wounds to arms and legs
(and often enough, all of them of a non bleeding kind)
#15
Quote from: cultist on August 18, 2016, 09:35:58 AM
Quote from: Mikhail Reign on August 18, 2016, 04:56:17 AM
Quote from: Kagemusha12 on August 17, 2016, 08:12:18 PM
Or just temporarily close the trapped path with a wall (either at its entrance or exit) when releasing prisoners, so that the prisoners are forced to take the doors (thanks to the "uninstall" and "install at"-commands for walls, this is fast and doesn't cost any additional resources (except for building 1-2 tiles of walls firsthand))

......................... holy s$%t. How have I not noticed that you could do that?

Because you can't do that in vanilla. He must have a mod installed that allows installing/uninstalling walls.

I believed it was already part of Vanilla.
But considering that I also use Combat Realism and the Community Core Library (CCL), I cannot exclude the possibility that it came with CCL