Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sola

#1
If I have a great unit that's in the middle of a daze, but also has an infection that needs treatment, what do I do about this?

Last time I arrested one of my own pawns to heal them during a break, it took well over a week to re-recruit them.  Just now, I waited for it to go extreme with pawns at the ready to rescue and treat, but it was too late.

Tips and tricks?
#2
Non-constructors will now haul things to be constructed?  OMG YAS.  We've needed this forever.  Having your best constructor spend a whole day hauling materials to and from a geothermal generator was a nightmare.

Cooking bill: "Look only in this stockpile" makes a lot of things more convenient, too.
"We're out of vegetables for fine meals!  I guess I'll go harvest rice instead!"
*harvest one rice plant*
"Oh look!  We have rice to cook with now!"
*brings exactly 5 rice back*

With "look only in larder" it cuts out a lot of micromanagement, and that's a fantastic QOL improvement. I'm sure there's more stuff, but I felt the need to gush here :p
#3
General Discussion / Patch note questions
August 30, 2018, 03:04:13 AM
Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork items are extra hard to craft, and legendary requires an inspiration.
-What is "inspiration"?  How do a trigger inspiration?

Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?
#4
Thanks for the tips, but I don't really need help once I make it to late.

This topic is specifically for the first year.  Not a whole lot of shields or armor vests to scavenge in the early raids.

Looking for tips to avoid scarring, pilas to the head, and the like.
#5
While you wait for devilstrand to grow, how do you prevent your colonists from picking up scars and other bad damage?  Do you make clothes out of leather?  Do you rush armor vest research?  Do you rely on pitfalls?  Do you pick a god and pray?  Do you play with dev mode on?
#6
separating items with quality (beds, tables) from items without quality (walls, floors), and insignificant items (concrete, power conduits) on the work tab.

I want to allow my 0 construction dudes to lay power lines.
I want only my 15 construction dude to make beds and furniture.
I'd like all of my 5-10 construction guys helping make walls and floors for bedrooms and hospitals.
#7
Got an infestation, business as usual.  Take it out, call it a day.

"A new area has been discovered!", just to the south of my mountain base, even though I hadn't mined my way in there yet.  There's a dormant hive and some bugs in there.  I ignore it, since I'm still recovering from the infestation.

Two days later, "A hive has spawned!" in my storage, near the infestation site ...Uh.. what?  Sure.  I kill it.  Back to recovery.

Two days later, "A hive has spawned!" in my storage again.  Right.  kill it.  Maybe the dormant hive is spawning them somehow?  I mine my way in there and kill it just in case.  Now there's absolutely no hives left, and I am in desperate need of recovery (no devilstrand yet, 4 of my 5 combatants are brawlers).

Two days later, "A hive has spawned!" in my storage again.  I exit the game.

Anyone else having this problem?
#8
Ideas / Re: Butchering spot
March 10, 2018, 07:59:53 AM
Gonna +1 this, but screw the knife requirement.

No need for "does this person have a knife" or whatever, as woodcutting doesn't require an axe, and construction doesn't require a hammer or nails.  Just increase required time and/or reduce yield is good enough.
#9
I went with the miniguns.  The spray-and-pray did so much damage before killing any that, when they enraged, they were soft enough to take out.

That run later ended to a doomsday rocket launcher.
#10
Day 1: Everything goes off without a hitch.  one fail-to-construct, but no damage done.  Got a solar panel and a heater, because I can't remember if I can get away without a battery in the summer.

Heater breaks down during naptime.  OMINOUS.

Day 2: got enough steel left to make a battery (Just in case), comms console, and orbital trade beacon.  While building, hypothermia kicks up to minor aOMGAPOLARBEARISHUNTINGCROSS!

He immediately takes to shooting and "wins "the fight, with a scratch scar on his right eye that reduces it to 10% efficacy.

...Goodie.  55% sight for the rest of the game <_>

"Welp, better do what I can with this".  I have him haul some glitterworld meds into the house buuuuuuut due to the fight, Serious Hypothermia was enough to floor him.

Yeah.  I couldn't get polar bears to stop spawning, either.

#11
No cannibalism, no human butchery?

You're really cranking up the difficulty this time around >_>

At least self-tend prevents a frostbitten pinky toe from being death now.

Did you check the "coldest seeds" thread for a very cold world?  I've not had great luck duplicating this challenge once A17 came out (warm enough for polar bears to migrate through?  Yeah.  There goes half the challenge.)
#12
Stories / Cassandra doing her Randy impression again.
November 26, 2017, 04:48:10 PM
New crashland, not TOO comfortable with my starting pawns (one's incapable of hauling, my best shooter is 5), but I feel like I want to try and make it work.

Day one, build some beds, get 45 squares dedicated to rice, healroot, and cotton, start up making stone so I don't need to worry about fire and some people come to visit.

The visitors are leaving.

The visitors are fleeing.  ...From spelopedes.

The spelopedes attack my colony.

On day two.

GG, Cassandra.  GG.



#13
Thanks, but I'd prefer to stay vanilla.

"hand me that brick" (people can bring materials to geothermal generators and ship parts even if they're not constructors)
"Look at me, I'm the worker now" (override "not assigned to ____" if you're trying to force them to do something)
and
"OSHA compliance" (always treat deadfalls as armed, to avoid stupid deadly accidents)
are also all amazing mods that should be in the base game.
#14
Ideas / Re: Torso Infection
November 24, 2017, 09:50:22 PM
Quote from: Britnoth on November 24, 2017, 08:42:29 PM

Dying at 80% infection because the pawn literally had a couple of old torso scars, when those scars do not affect internal organs is both opaque and unintuitive.

This one I get.  I've lost a pawn to scars on top of an extreme infection, and had to come here to get an explanation for it.
#15
Quote from: Yoshida Keiji on November 24, 2017, 02:04:26 PM
The AI persona core is a highly valuable component used to build the ship computer core, which is one of the ship parts required to get off the planet. It can be obtained from Exotic Goods Traders. Only acquirable by completing the related World quest.

Thanks for the helpful post!