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Messages - Sirsir

#1
Ideas / Re: Your Cheapest Ideas
July 25, 2018, 06:03:09 PM
Make disease letters all in one, so larger colonies don't get their screen filled with green. Something like "Disease: Plague x9"

Give animal medical emergencies a note.

Buff parties, right now its almost detrimental. A 4 mood buff for awhile in exchange for half a days work?
#2
Quote from: cactusmeat on July 20, 2018, 01:15:04 PM
i do find it very odd that pawns that go wild will feed on insect jelly in plain sight of insects and not get attacked. how intelligent are these creatures to know that this human won't attack but others who walk by unarmed get attacked?

the other thing that bothers me about the colonist going wild is you have to tame them, you can't arrest them, beat them down (because 99% of the time they die upon being unconscious like they're suddenly a raider with a cyanide pill)

I like that the event exists, and i do like that the pawn will self tend. I'm wondering how they survive on winter maps however. the first thing my pawn did was strip down in a cave and party with the bugs.

I finally got a wildman event, great pawn that I got on the first try! (tamer 14 in animals, 40% chance)

Bug AI is weird. They won't attack neutral wild animals, but they attack the ones that go berserk, even though the MANhunter animals pose no threat to them. Had a small herd of ibex get triggered and run through a cave and it was quite the battle!

I like the trap change actually. It nerfs overuse, but leaves moderate usage mostly intact. You just accordion it out, its not a hard nerf until you got to the point that used to REALLY abuse it.

I have a pawn with 100% recruitment difficulty... he was still possible to recruit, which is a little confusing. I thought he would be impossible to recruit...
#3
Ideas / Re: Your Cheapest Ideas
July 20, 2018, 11:31:57 AM
Make large sprites (muff, bears, centipedes) appear on a lower layer than the things around them, so you can see your stockpiles clearer
#4
General Discussion / Re: Recent Mod recommendations
July 20, 2018, 10:32:52 AM
A Dog Said (forum) and Animal Gear (steam) are basically required if you want to use animals in any real number.

Smooth Rock Walls (S) is mandatory for making mountain bases look nice. You can't smooth or run power cables into the middle of a +.

Random Plus (S) and Map Reroll (F) are good for making sure you get quality generations without strictly writing it.

Incident Person Stat (S) means you don't accept a Staggeringly Ugly Misandrist Pyro with no passions, and about 10 people on his tail.

Simple Bulk Cooking (S) and RimFridge (S) make cooking go a lot smoother.

Additional Lights (S), Path Avoid (F), StackXXL (F), are great quality of life mods in one way or another.

Fluffy Breakdowns (F) takes away the stupid non-interactive -1 Component event and replaces it with maintenance, which becomes kind of obnoxious once you get heavy into Hydroponics but you can alter it at will.

Pick Up And Haul (F) addresses the blatant hauling issues in the game. Some people think its a little broken, I think its broken that you can carry a whole elephant or... a single knife. It uses pawn carrying capacity and weight instead of just stack sizes. The cheatiest thing I've found you can do with it is cheese binges by having someone hold on to all of the relevant drugs. If that bothers you just... don't do it :P
#5
Well RIP my new favorite trap layout.

But hallelujah you fixed the draft movement bug! If it actually took... Traders are still disturbing my sleep and grazing on my crops. Any chance you can just forbid them from idle-walking on crops and into rooms/barracks?
#6
2% chance Alpaca revenge, first time it gets tickled all 5 of them converge on my colonist... Tis a risk you take.

Its usually worthwhile to split them up with a rifle, take advantage of the newish flee mechanic
#7
Ideas / Re: Your Cheapest Ideas
July 20, 2018, 01:47:13 AM
Put refueling and rearming traps into Basic, they are usually more important than your average haul job

Quote from: AileTheAlien on July 19, 2018, 08:24:19 PM
You can grow cactuses on normal soil / zones already. :)

He meant on SAND, not soil
#8
Okay I didn't know this could happen, there should be SOME restrictions on when they are allowed to break. Like not literally the hour they land. Thats just silly... forced breaks should wait at least a week
#9
Chemicals and Pyro can all be dealt with in some way. Unless your only nonviolent (who is also a pyro) is hanging out in base and pops in the middle of the raid you can spare someone to keep them from exploding something. In general I like to keep them close at hand during a raid anyway to rescue or distract. Chemical Interest usually doesn't addict right away, giving you time to react, and Chemical Fascination drugs can be boarded up unless you are relying on a Flake Eco. (Don't get me wrong I tend to ignore CF pawns until I get to a second base, but they aren't useless)

Mostly I think pawns attacking explosives in general is BS. "I ate without a table so I'm gonna go beat up these High Explosive mortar shells!" No scenarios in this game justifies going full Grimey...
#10
Ideas / Re: Your Cheapest Ideas
July 18, 2018, 09:04:37 PM
Medical Emergency note for animals with the new plague thing. I lost an animal to the plague, even though the other 4 that had it were fine, and didn't know until I got 'bonded animal died'

Also make Slaughterer have a delay so you have a chance to respond. Its so stupid when they have a mental break and kill a bonded animal right next to them with zero chance to react. Its pretty much the only damaging mental break you can't interact with.
#11
General Discussion / Re: Recent Mod recommendations
July 18, 2018, 08:28:01 PM
For 1.0 or .18?
#12
Fascination is far worse IMO. I can wall off and sell pretty much everything that drops, but you can't really make much money without a MASSIVE pain in the micro-neck. Plus its nice to keep a bit of W-Up or Go-J in the hospital for emergencies, hard to respond to an emergency when you have to dig them out of a wall
#13
Ideas / Re: Your Cheapest Ideas
July 18, 2018, 05:40:30 PM
Copy Entire Bench Bill, so I don't have to go back and forth 4 times for my 4 cooking bills
#14
Mods / [Mod Request] Ohana means family
July 18, 2018, 10:18:34 AM
A mod that eliminates death-on-down chance for outsiders related to your colonists
#15
I wish death-on-downed chance didn't occur at all for raiders that were related to colonists. When I get 2 raiders that are related to the same person, even if I treat them with kid gloves I have zero control on if that colonist is about to have -18 mood for the next half a year...