why can't i downvote? Ugh. What an entitled and myopic point of view. Hard pass.
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#2
General Discussion / deterioration rate outdoor vs uncovered
February 27, 2020, 02:39:05 PM
Crashlanded starts with logs scattered showing deterioration rate being influenced by Outdoors, Uncovered. When I inspect the info panel for a pile of wood, i base 0.50 and current 0.50
When I build some columns and cover the wood piles, it shows deterioration rate being influenced by Outdoors only, and when I look at the info panel it is unchanged.
I understand Outdoors is "bad" (max base det. rate?) and being rained on is "worse" and indoors = no det. rate, and Uncovered is "somewhere between indoors and outdoors" and still "bad, depending on what it is maybe" but for the love of all that is holy and pure is there any definitive explanation for how deterioration is intended to work on *any* quantifiable terms? I'd like some way to know what det. rate risks i am taking on when using covered instead of indoors.
Thanks to anyone who can help. Also special thanks to Tynan: as a Pirate King, 1600+ hr player who started my knee-high ADVENTURE! in games on an original Pong console and who later was one of a privileged to first play Zork (and rogue!) on dtcs1, to say nothing of the years since, my life as a gamer is replete with OG e-peen bone fides and I say this to you, sir: this game is a beautifully crafted masterpiece and I cannot thank you enough for having made it. Bravo !
When I build some columns and cover the wood piles, it shows deterioration rate being influenced by Outdoors only, and when I look at the info panel it is unchanged.
I understand Outdoors is "bad" (max base det. rate?) and being rained on is "worse" and indoors = no det. rate, and Uncovered is "somewhere between indoors and outdoors" and still "bad, depending on what it is maybe" but for the love of all that is holy and pure is there any definitive explanation for how deterioration is intended to work on *any* quantifiable terms? I'd like some way to know what det. rate risks i am taking on when using covered instead of indoors.
Thanks to anyone who can help. Also special thanks to Tynan: as a Pirate King, 1600+ hr player who started my knee-high ADVENTURE! in games on an original Pong console and who later was one of a privileged to first play Zork (and rogue!) on dtcs1, to say nothing of the years since, my life as a gamer is replete with OG e-peen bone fides and I say this to you, sir: this game is a beautifully crafted masterpiece and I cannot thank you enough for having made it. Bravo !
#3
Outdated / Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
January 22, 2017, 01:55:41 AMQuote from: cucumpear on January 18, 2017, 01:29:05 PMQuote from: lode on January 18, 2017, 01:05:42 PM
Can confirm wonky behavior with unstocked (read: not in stockpile) steel:
http://i.imgur.com/Q0X9tBy.png
Would be good to include notes that the mod is only compatible with new colonies.
Nice mod but a little OP with having power lines integrated and costing silver only.
I had added a note earlier, but have now moved it to make it more obvious. Wish I knew for sure what caused that issue.
Balancing is an ongoing process for most mods and I definitely will do some math to figure out costs/savings. Mostly the aim is to increase building costs to balance the power savings, but making rope lights too expensive makes them kind of useless, too.
good points. thanks for the reply, im going to give this mod another shot
#4
Outdated / Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
January 18, 2017, 01:05:42 PM
Can confirm wonky behavior with unstocked (read: not in stockpile) steel:
http://i.imgur.com/Q0X9tBy.png
Would be good to include notes that the mod is only compatible with new colonies.
Nice mod but a little OP with having power lines integrated and costing silver only.
http://i.imgur.com/Q0X9tBy.png
Would be good to include notes that the mod is only compatible with new colonies.
Nice mod but a little OP with having power lines integrated and costing silver only.
#5
General Discussion / Re: Multiple colony management ?
January 10, 2017, 02:52:47 PMQuote from: Wanderer_joins on January 10, 2017, 03:09:11 AM
a. forget about switching sunlamps daily
Why not just direct-connect solar? Plants rest when the sun goes down. No need for batteries, thus greatly reduced zzzt threats. What am I missing?
#6
Ideas / Animal Suggestion: Pack Alpha Male
January 07, 2017, 04:54:11 PM
Longtime player but relatively new to the boards. Sorry if I screw up but I've been thinking about this for a little while. I'll be brief as the concept itself is pretty straightforward.
Abstract: Designate and manage Alpha status, a new designation, to a single male of a given species that the colony owns. Add minor buffs and debuffs associated to presence of alpha. Introduce competitive intra-species mechanic for self-selection of new alpha.
To simplify the verbiage below, i will refer to these colony-owned groups as 'packs', where a given pack is 100% of a given species the colony owns, any of which could potentially have an alpha male.
Concepts:
The reason I like this, aside from the potential for treacherous bloodbaths in the barn, is the drama that then surrounds keeping the alpha out of trouble. It's good to be the king!
Anyway, just thought I'd post the idea. Cheers all
Abstract: Designate and manage Alpha status, a new designation, to a single male of a given species that the colony owns. Add minor buffs and debuffs associated to presence of alpha. Introduce competitive intra-species mechanic for self-selection of new alpha.
To simplify the verbiage below, i will refer to these colony-owned groups as 'packs', where a given pack is 100% of a given species the colony owns, any of which could potentially have an alpha male.
Concepts:
- First adult male for each pack (species) adopted by colony assumes the alpha role.
- When Alpha is present in a pack
a. minor buff to mood
b. minor buff to combat stats / resiliency - When Alpha is not present in a pack
a. major debuff to mating/pregnancy
b. moderate negative moodlet/debuff
c. all males in pack hostile with other males in pack until only a single male in the pack is conscious (all others being either dead or unconscious), thus triggering the appointment of the new alpha
d. not sure how plausible this is , but one way to avoid brutal (and entertaining) bloodbaths would be to give all males a major consciousness debuff when there is no alpha, that way there would be more knock-outs than deaths.
The reason I like this, aside from the potential for treacherous bloodbaths in the barn, is the drama that then surrounds keeping the alpha out of trouble. It's good to be the king!
Anyway, just thought I'd post the idea. Cheers all
#7
Bugs / Re: Mods constantly downloading?
January 07, 2017, 01:59:44 PM
fwiw, i have prepare carefully as my only mod in a16 and i have to remove/reload (un-follow) it to get it to work. If I don't do this, the mod screen shows 'downloading...' forever where prepare carefully would normally be.
#8
Bugs / [A16.1393] Colonist stay naked after modifying outfits
January 07, 2017, 01:46:23 PM
Behavior very similar to earlier reported and solved bug: https://ludeon.com/forums/index.php?topic=27933.0
I think this may have to do with modifying the default Anything outfit, which is something I normally don't do but I was lazy this game.
What the circumstances were and what happened:
First time assignment in new colony of non-default outfits.
All but one of my pawns was in the Anything group, this one pawn was in Worker. I modified the Worker outfit to accept 50-100% hp. This change took fine, the pawn didn't strip and kept his > 50% clothes on (notably, all his clothes were >50% at the time)
But when I modified the Anything outfit, I seem to have corrupted something:
1. Manage, edit, and rename 'Anything' outfit to 'Militia', allow only military helmet, tshirt, armor, pants, duster, buttonup. 50-100% hp allowed only.
2. pawns strip at next free time, regardless of clothing conditions (many > 80%) and do not pick up any perfectly suitable clothes where they dropped off their old ones.
3. Change Militia outfit to allow 0-100%, all apparel types and quality, no change.
4. Make new outfit 'blah', which allows any/all apparel , put 'Militia' pawns in this new group, no change - pawns stay naked.
5. Make new outfit "Anything" with all allowed, per default - this fixes the pawns and they return to clothe themselves.
6. Make new outfit "Tier1" and assign as I had the prior 'Militia' outfit with filters I wanted, notably leaving the 'anything' outfit alone - voila, this worked
So it seems like it's a bad idea to modify the Anything group, but I haven't tried to determine how reproducible this is. Maybe this is common knowledge and I've just been lucky these past many months because my habit is to use new outfits only, but i got lazy this time.
I'm just happy that I can recover this colony because the next raid would have surely caused a death spiral.
EDIT: prepare carefully is the only mod i have
I think this may have to do with modifying the default Anything outfit, which is something I normally don't do but I was lazy this game.
What the circumstances were and what happened:
First time assignment in new colony of non-default outfits.
All but one of my pawns was in the Anything group, this one pawn was in Worker. I modified the Worker outfit to accept 50-100% hp. This change took fine, the pawn didn't strip and kept his > 50% clothes on (notably, all his clothes were >50% at the time)
But when I modified the Anything outfit, I seem to have corrupted something:
1. Manage, edit, and rename 'Anything' outfit to 'Militia', allow only military helmet, tshirt, armor, pants, duster, buttonup. 50-100% hp allowed only.
2. pawns strip at next free time, regardless of clothing conditions (many > 80%) and do not pick up any perfectly suitable clothes where they dropped off their old ones.
3. Change Militia outfit to allow 0-100%, all apparel types and quality, no change.
4. Make new outfit 'blah', which allows any/all apparel , put 'Militia' pawns in this new group, no change - pawns stay naked.
5. Make new outfit "Anything" with all allowed, per default - this fixes the pawns and they return to clothe themselves.
6. Make new outfit "Tier1" and assign as I had the prior 'Militia' outfit with filters I wanted, notably leaving the 'anything' outfit alone - voila, this worked
So it seems like it's a bad idea to modify the Anything group, but I haven't tried to determine how reproducible this is. Maybe this is common knowledge and I've just been lucky these past many months because my habit is to use new outfits only, but i got lazy this time.
I'm just happy that I can recover this colony because the next raid would have surely caused a death spiral.
EDIT: prepare carefully is the only mod i have
#9
General Discussion / Hives/Insect Meat
August 18, 2016, 07:51:27 PM
Seems to me like hives don't provide much reward for the levels of ass pain caused. Does anything eat insect meat without a mood debuff besides ascetics ? That crap keeps sneaking its way in to my cook's workflow and before i know it i have stacks of -3 mood debuffs for everyone. Ok well that's on me for screwing up the supply chain, but the rewards for dealing with hauling the abundance of worthless corpses just to get a couple of meals worth of jelly ... makes me feel like I'm missing something here. I know hives got nerfed but they seem like a lot of effort for very little.
#10
Ideas / Re: Replay Files?
August 10, 2016, 12:34:48 PMQuote from: BugPowderDust on April 25, 2016, 03:22:02 AM
Yes, this is a necro, but it's a great idea. I would love a replay system, so if something epic or unusual happens, we could rewind and then capture the moment on video or in screenshots for a story.
Please please please
Made an account just to speak up on this point. Love the game but how is this missing?
I am really surprised this is not high on the list of "want-to-haves" for the developers, and "must-have" from a business/sales perspective. I mean who doesn't want to see realtime playback of epic battles? Beyond being cool it's also incredibly practical - the content / streaming and thus exposure (read: $$$) of the game will explode. The only thing holding back an epic game from epic recognition are the epic pauses.
Anyone got anything on this? Obi-Wan, you're my only hope....
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