They can attack walls. You can "seal" them into a maze with plenty of sandbags to slow them down. Just double wall & door the whole thing. By the time they make it to the door(s) they will be melting.
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#2
General Discussion / Re: Sadism
May 11, 2015, 12:56:18 PM
I had one of those. Even better, the only job she would do is hunt. After a while I was able to replace her eyes and legs and she is now a pro hunter/defender. Can't do much about the back though.
#3
Ideas / Re: Danger zone or Danger ahead "free signs".
May 11, 2015, 12:06:05 PM
Why not have all hostile entities (or even hunters) have a bubble around them that colonists cannot walk through without being drafted?
I don't know about the geometry of it all, but the AI handles walls that are being built, could it not be treated as a walled off area? Maybe the "wall" is fixed for a period of time and then reset?
I don't know about the geometry of it all, but the AI handles walls that are being built, could it not be treated as a walled off area? Maybe the "wall" is fixed for a period of time and then reset?
#4
General Discussion / Re: Denting the Omnipotence
May 11, 2015, 11:59:32 AM
Completely forgot to wall in my morgue. Rain -> Explosion -> 3 dead colonists.
#5
General Discussion / Re: Creating the perfect roasted raider
May 11, 2015, 11:57:05 AM
Venting your freezer A/C into a double walled room makes it nice and hot on its own. Then add heaters.
#6
General Discussion / Re: Psychic slug thing
May 11, 2015, 11:46:50 AM
If you make a no roof zone directly above the ship and then roof in the rest of the surrounding areas you will be able to kill the mechs without destroying ship.
#7
General Discussion / Re: Squirrel skeletons, squirrel skeletons everywhere.
May 11, 2015, 11:44:27 AM
As far as I know, bones can be cremated. You just have to configure your crematorium to allow animal corpses.
#8
General Discussion / Re: Colonist breakdowns?
May 11, 2015, 11:40:50 AM
When they are dazed, just leave them. They will snap out of it.
If they are violent (berserk) beat them with blunt instruments and then arrest them.
If they are violent (berserk) beat them with blunt instruments and then arrest them.
#9
General Discussion / Re: Question: Prisoners and clothing
May 07, 2015, 04:03:34 PM
You might want to double wall and door your prison (if you can). It helps reduce heat/cold loss.
#10
General Discussion / Re: What happens when we use all of our downloads
May 07, 2015, 03:42:44 PM
The counter is reset with each release
#11
Ideas / Re: Prothesis recycling
May 07, 2015, 03:36:20 PM
Prosthetic limbs yes, organs and natural limbs, I'm not so sure. Realistically, the body starts decaying immediately upon death. Most natural parts are useless within minutes.
#12
Ideas / Re: Hauling colonists sleeping from exhaustion
May 07, 2015, 03:33:46 PM
Task ignores schedule changes atm. If someone is tasked with hauling something from across the map they will complete the task prior to moving on to the next thing even if their schedule says it's sleep/joy time.
If the task they are on is a low priority task, they can still starve, collapse from exhaustion, and ignore priority 1 tasks that are now available (firefighting, doctoring, flicking...)
If the task they are on is a low priority task, they can still starve, collapse from exhaustion, and ignore priority 1 tasks that are now available (firefighting, doctoring, flicking...)
#13
General Discussion / Re: Newbie Question
May 07, 2015, 03:27:32 PM
You can do it by setting the supply radius to very short and having only 1 storage area in range with the filter set for the desired quality.
#14
Ideas / Re: Hauling colonists sleeping from exhaustion
May 07, 2015, 12:39:52 PM
I think Tynan said he was working on something to re-prioritize mid-task (though I could be drunk and making this up).
#15
Ideas / Re: UI: Thoughts tab on Overview
May 07, 2015, 12:38:28 PM
It can be one of the history graphs.