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Messages - Dashthechinchilla

#1
Bugs / No title reward if the pawn leaves the map
March 20, 2020, 07:52:33 PM
I couldn't find a post exactly like this one already. It was in build 1.1.2571.

I had the quest where you go and visit the royal court to entertain them. It was enough favor to achieve Esquire on a pawn with no previous favor. I picked one of the pawns going on the trip to get the favor. The shuttle arrived. I loaded the 4 pawns including the one to get the favor, and the quest completed when the shuttle left. However, the pawn did not get their Esquire favor reward when they left or when they got back.
#2
I once read that it is attracted to roofed areas, but I can't say if I have noticed any difference in my several hundred hours of play. Sometimes it's just bad luck. I eventually keep firefoam poppers in my fields, and I put a double square space between fields when I can to block spread.
#3
In A17 it seemed to be about every year. I haven't checked more recently than that.
#4
General Discussion / Re: Infestations kill me
October 25, 2018, 02:52:49 PM
Everyone has an event in game that drives them into a salt rage. Mine is infestation, and I have taken to disabling the event. Zzzzt is also famous for being rage inducing.
#5
Animal reproduction was modified both in duration and quality. Meaning that it is harder to make swarms of some animals. Animals like wargs are more dangerous to tame from the wild. Plus the changes with weapon damage and armor impacted their performance in combat.
#6
I agree that the game doesn't require achievements, but doesn't steam require them?  I remember a trophy item was added to Don't Starve just to pacify the obligation.
#7
This is how I manage my mods with updates.

I try to win first. If I do, I delete all my mods, unsubscribe from them, and wait for the update. If I don't, the day of the update I delete all my mods. I usually then take a 1 to three week break from the game while the new mods come out. Then I shop for new mods, maybe looking for favorites and play again.

I hate dealing with game versions and mod versions and trying to get it to work. So I avoid it altogether with the clean slate method. I have never carried over a save, though I have tested the functionality for the unstable branch.
#8
Mods / [MOD Request] Motion Activated Turrets
September 18, 2018, 09:33:38 AM
I was thinking about how turrets work in other games, and about how much energy it takes to keep all my turrets on. It occurred to me that with turrets that only enter a full power state with enemies in range, I could keep my benches on during the long days between raids on randy. My idea came from System Shock 2, where the turrets 'deploy' when they detect you nearby.

This would be a condition applied to turrets, possibly with research. The turret would be in a low power state until an enemy enters its radius. It takes a moment to reach full power, and then it can fire. That should help balance the economy.

I think sappers and clever tactics would still see the low power turrets as active for their scenarios.

#9
It seems like the aim for moving targets decreased in B19, so now I watch the timers and aim at the ground.

Also, if friends are in the area or relationship in the raid, mortars will hit them.
#10
General Discussion / Re: Most protective non-armor outfit?
September 14, 2018, 07:04:40 PM
Quote from: Shurp on September 14, 2018, 06:49:23 PM
Thanks for the heads up.  So build assault rifles and turrets and forget the rest.  (Bolt action rifles in the early game)

I guess this will be one of the few colonies I play where I bother to build the ship since there's not much else worth building.
Shotgun got a buff in B19, especially against unarmored like tribal. I watched a raider with one decimate a third of my colonists and animals all by themselves with middle of the road shooting in unstable.

I usually don't worry about what the clothes are made of. It doesn't matter like it used to. I would be interesting if there is a difference between devilstrand and cloth flak, unless that didn't make it to release.
#11
Quote from: erdrik on August 21, 2018, 11:21:51 PM
Quote from: Dashthechinchilla on August 21, 2018, 10:33:32 PM
...A finger is one thing, but I have had a b19 colonist bite anothers leg off in a social fight, lol.
I mean, there are some situations in which that is technically possible.
Did the leg take other damage before being bitten off?

Also I don't imagine a "bite" attack to be similar to a punch, in that the head is extended and then withdrawn with no other actions. Its more like the target is grabbed and grappled, bit, and then the biting mouth is pulled back while the attacker holds the victim in place to enhance the tearing damage of the bite.
It is hard to say. I would agree that it is most likely the bite was the final blow. I only looked at the health screen after the fight, and it said left leg severed (bitten off). Still, the mental image of a person biting off an appendage with a large bone and several inches of flesh during a fist fight was amusing.
#12
Quote from: Tynan on August 21, 2018, 05:11:13 PM
Quote from: roben on August 19, 2018, 03:48:35 PM
It happened again. I did not really play much since the last post and I can't remember another social fight occurring since then.

https://www.wfaa.com/article/news/nation-world/man-has-finger-bitten-off-during-melee-at-massachusetts-golf-course/507-585586890

:D
A finger is one thing, but I have had a b19 colonist bite anothers leg off in a social fight, lol.
#13
Quote from: Dashthechinchilla on August 19, 2018, 09:03:57 PM
For me the ship cost was fine, and it took an ok amount of time to build. I would say the biggest shift was going from making it so you can't find enough uranium to not enough plasteel. I didn't have a deposit above ground on my temperate small hills map, but I did get a meteorite of it. The process of deep drilling for it was painfully slow. One cycle dosent even make enough to make one advanced component, which you need tons of.
I was thinking that there were a few points I forgot to make. First I didn't struggle with uranium because I had some above ground deposits and a meteorite or two.

Second, it is also hard to trade for plasteel. I can't pay traders to visit, and the faction rep is a little challenging to come by with the random visits. I could go to a town, but that takes time and food. Plus you need stuff to trade. Last is the mineral scanner. Not a bad idea, but I am always squeemish about unknown danger. Especially since on my playthrough I only had one miner.
#14
For me the ship cost was fine, and it took an ok amount of time to build. I would say the biggest shift was going from making it so you can't find enough uranium to not enough plasteel. I didn't have a deposit above ground on my temperate small hills map, but I did get a meteorite of it. The process of deep drilling for it was painfully slow. One cycle dosent even make enough to make one advanced component, which you need tons of.
#15
Quote from: tarator on August 12, 2018, 10:29:15 AM
In this version I often get Mechanoid drops inside my base and by the time I can kill them they've already destroyed a few things. The auto rebuild feature is great for this, but I make a very extensive use of shelves and it doesn't restore the storage settings!

Oh, I just had a terrible realization about settings. If they ever destroy the machining or tailoring table I'd ragequit for a week.
I had it happen. They dropped into my workshop. There are some mods I am looking at, but I try to take it as an opportunity to clear out old jobs from the queue.