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Messages - Shabazza

#1
Outdated / Re: [A16] Lockable Doors
January 15, 2017, 06:17:39 AM
Can you block doors for colonists that are raging from a mental breakdown with this?
Because in vanilla, I hate that those guys can just beat up my other colonists without much chance to avoid them.
#2
It's not that weird as the name of my last colonies starter dog. His name was: "Crazy".
I needed a couple of minutes to realize that it's his name and not his condition. XD
#3
Quote from: ArguedPiano on August 22, 2016, 10:03:05 PM
I find this happens with me when I set up the "Do until you have X items" bill. What will happen is they start to build say a parka, then a raid comes by and within the spoils I haul back 3 parkas. Suddenly there are more Parkas in my stockpiles then the X items I have it set to so they abandon it until I sell some off.
To solve something like this, I guess you can reduce the radius in the "Details" menu of the bill, to for example not cover the general stock area, but only a stock area in the room where the crafting happens. So events like this will not affect the bills completion Didn't test it. But I guess this is one thing the radius option is for. (another is for supply with raw materials for completing the job)
If the radius setting is only used for the latter, it would be something that should be improved.
#4
General Discussion / Re: Number of Game Threads
August 19, 2016, 12:50:55 PM
It's completely up to the developer how many threats he is utilizing.
Nothing you can change on your end.
#5
I saw some Let's plays where people were forced to use rotting animals or even exhume their dead and cook them because of unlucky chains of events.
So this is what this feature is useful for.
#6
They don't stop. But maybe you are using more heating power at a colder night plus your solars are offline and your wind generators may also not produce much power atm?

What makes you think the TG stops at night?
#7
I also find it odd that a prosthetic will break in case the doc did an awful job.
But hey, I also hate it if my best doctor (lvl 13) gets implanted an new nose by my second best doctor (lvl 4) and dies in the process....
#8
They will start to tear down doors/walls to escape.
#9
General Discussion / Re: Berserk colonists
July 26, 2016, 10:40:13 AM
You can either try to overwhelm them with mutliple colonists in melee combat without a weapon (to keep the risk of lethal injuries lower).
Or you can try to flee until the berserk is back to normal or unconscious.
Locking him in would be perfect. But they removed that feature, because people abused the hell out of it with visitors.
#10
Quote from: Darth Fool on July 26, 2016, 09:14:42 AM
Personally,  I think tiles with overhead mountain roofs should have a temperature shift towards the climatalogical annual mean temperature.  This would provide a normalization of temperatures that would, I think, solve many of these sorts of problems.
The temperature in mountains will already be cooler than outside in hot biomes or warmer in cold biomes.
It came with some A13 patch I believe. But it's only a subtle effect.
#11
Awesome! Thanks. I really love your mods.  ;D
#12
Bug:
When reloading a safe game where a magnetic shield is already installed, the rotating parts graphic of the shield will turn into a pink box,
as if the texture is not being found upon loading the map.
#13
I would always make isolated power grids on such a big colony.
One Zzzzzz can really hurt you, man...
#14
Thanks. I'll try this.  :D
#15
In the announcements of Tynan, there was mentioned that the new scenario editor should enable us to make scenarios with extreme heat / cold regions,
where heat waves or cold snaps are a permanent thing.
But I don't see any of this in the scenario editor in A14.
I can set something like "Volcaninc winter", but not cold snap / heat wave.
Did this not make it into the patch? Or am I looking at the wrong place?
I was really excited for that feature.
Quote
ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).