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Messages - GreatDookuTree

#1
Quote from: khearn on June 26, 2017, 03:37:04 PM
I realize that it's a bit late now, but you should have put the eggs in a stone room with some furnature and an incendiary IED trap. If they hatched tame, no problem. If hostile, FWOOSH!

Unfortunately I didn't have IED researched, but the screenshot was taken seconds before I exited to desktop (I just wasn't even going to attempt to handle that crap right away) so theoretically it's salvageable if I can work around the incredible lag. Although I'm playing on Permadeath so I'd only get the one attempt.


Quote from: mumblemumble on June 26, 2017, 03:53:32 PM
At least your death will be noble : its better to die valiantly to spiders than hilariously to chickens.

That happened to me back in A16, they got into my food stockpile while I was dealing with a psychic ship and the first sign that something was wrong was when people started getting downed for no visible reason (I had several prisoners and someone in medical treatment but like one warden, so "starvation" was frequently displayed which meant it wasn't automatically a "oh shit" flag.). After everyone was downed a raid happened and they kidnapped several people while the rest starved to death, it was a really dumb colony death.
#2
General Discussion / Re: TIP: Prisoner Common Rooms
June 26, 2017, 06:24:19 AM
Quote from: Bozobub on June 26, 2017, 03:09:16 AM
Frankly, nice furniture including a table and chairs, a well-made floor of almost any sort but especially carpet, and *lots* of potted plants works fine for bringing up prisoner mood, at least so far; I 've felt no need to make it even nicer.  Every recruitment has been VERY fast, even though I let 4 pawns w/ varying Social stats attempt recruitment for the skill training.

Especially early on, before you have a pipeline of positive mood-buffing furniture or statues, potted plants are neglected far too often.  They're cheap, effective, and reasonably easy on colonist time (for both construction and the occasional replanting).

Just a note: The effect of furniture on room stats was drastically reduced in A17. From the patch notes:

QuoteRebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
#3
Quote from: Panzer on June 26, 2017, 06:02:35 AM
What a story ;D

As far as I know the breakup chance is low, but is more likely to happen if the opinion of the partner drops. If they dont get much opportunity to talk to each other (working in close proximity, parties, social relaxation etc...) all the talk bonuses in social tab will disappear and you re left with only the lover bonus, you can drop that down further by doing stuff that lowers opinion, slaughtering tamed animals, butchering humans, selling prisoners, getting disfigured or punching the partner ;D

Molly and Clay spent most of each night banging like crazy so their opinions of each other were something like 80-100, and they always had several stacks of 'got some lovin' (when they broke up they still had the buff so it wasn't from lack of it) so their mood was always something like 40-70. Which is why I was so surprised to see it happen since I've only seen a few breakups in ~700 hours of game time and it's always been in colonies that were a seething cauldron of emotions.

Unfortunately the story possibly ends here, because 46 giant spider egg sacks (Rim of Madness: Arachnaphobia) arrived via cargo pods and I mistakenly assumed they would hatch as tame. WRONG! Also apparently the modder used the words "egg sacks" intentionally because it didn't hatch 46 giant spiders, it hatched hundreds. They're contained for now but the moment they get hungry they're gonna start digging through the rock. :/

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#4
Quote from: Chibiabos on June 26, 2017, 04:49:10 AM
It used to be that all externally acquired fertilized eggs (not produced/fertilized on-map -- I've never had any from crashed ship but would buy from space traders) would spawn untame animals (this was a bit devastating as I bought a lot of fertilized chicken eggs, then suddenly had a lot of untame chicks locked in a storage room with no food).  I reported this as a bug long ago and I think it was resolved, but not 100% sure as I don't often encounter this (bought some fertilized eggs recently, but unfortunately my colony dogs ate them before they hatched :/).
Yeah purchased eggs are now always tame fortunately. The first time I purchased eggs from traders I was a little worried since it was 60 or so cobra eggs and I didn't know if they would be tame or not.

@Canute: I guess that's technically a possibility since they're a modded creature and I don't know if the "digging" is a global script or something, or if it's added to each creature in some way. As for the infestation, all that would do is provide the spiders with a renewing source of food lol
#5
OH CRAP OH CRAP OH CRAP OH CRAP OH CRAP! THEY'RE NOT FRIENDLY AND I WAS RIGHT ABOUT EACH SACK BEING MULTIPLE SPIDERS!

Oh the lag.

Ahem so this colony of wimps has managed to last 5 years. RIP colony.

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#6
Quote from: Bozobub on June 26, 2017, 03:05:01 AM
Sounds like those spiders, IF friendly, could be the saviors of your colony.  Good luck, I guess ^^' .
Hang on what if the modder intentionally labelled them "egg sacks" instead of just "eggs" because they actually hatch multiple spiders each, but forgot to set a really low cap on the number dropped by cargo pods? Oh boy...



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#7
I don't remember the last time I ever got fertilized eggs from cargo pods (always seem to get unfertilized). I can not stress how important it is that I know BEFORE 46 giant spider egg sacks hatch in my colony (Rim of Madness: Arachnaphobia). These things are the size of muffalo and my scenario has "Wimp" forced at 100% frequency so if they'll be hostile then this will be the stuff of nightmares.

Sure I could just leave them outside of the colony but they'll probably reproduce and be a worse version of an infestation that also roams around and sets web traps :/
#8
Update: It looks like Mars is flirting again (naturally he's once again after the guys) despite his wife being alive and well in another faction, so I guess that his wife showing up only prevented him from pursuing other colonists for a year or so instead of permanently so I guess there's no need to do anything about his wife after all.

Unfortunately his current target (Clay) is the fiance of the sister (Molly) of his previous target (Nobu) so I doubt he's gonna get anywhere.
Edit: Clay and Molly LITERALLY just broke up and it was Clay that broke up with Molly. This timing is ridiculously precise, God damn it Mars.
#9
General Discussion / Re: ITT: Natural Selection
June 26, 2017, 12:17:30 AM
Quote from: MarvinKosh on June 25, 2017, 03:01:36 PM
It might be possible to fix this with a mod, but as the others have said, better planning is the quicker solution.

Basically, any time that you place down walls against other walls or rock, there's a chance for the colonist to become trapped if there could be an unbuilt space in between newly built walls.

Corners: If you're building walls against a section of wall which has an inward-pointing corner, leave a gap adjacent to the corner.

Tight spaces:  If you're aiming to fill in an area with walls, build 1-thickness sections of wall. The aim here is to fill the area furthest away from the place where the colonist needs to exit the build site, until the area is almost completely filled, then you can cap it off and it's done.


Quote from: dreamzinc on June 24, 2017, 07:29:47 PM
For everybody that thinks this is a serious post and thinks he's actually gonna let his colonist die.

#10
General Discussion / Re: TIP: Prisoner Common Rooms
June 26, 2017, 12:16:39 AM
This sounds like an excellent way for them to bond over their mutual hate of the doctor who a their lung and kidney then installed peg legs and dentures.

....Guess I'll need to remove the dentures.

@Nainara: Yeah, a luxury prison actually does help (individual rooms is important). I tend to make a massive room with statues and smoothed floors + granite walls with the best bed in the colony, and you can see the success rate go up each time you improve the room (watch when someone tries to recruit the prisoner).
#11
General Discussion / Re: Taming by doctoring at A17
June 26, 2017, 12:11:18 AM
Quote from: Hans Lemurson on June 25, 2017, 08:12:41 PM
Have one person doing target practice on the downed creature while your armored doctor patches up the wounds.

But if you do this then WATCH the individual part health. Even a thrumbo can die to "death of a thousand cuts" if the rng causes a vital part to get hit enough :( Doesn't help that a thrumbo ends up with like 2-3 pages of injuries to scroll through though.
#12
General Discussion / Re: Taming by doctoring at A17
June 25, 2017, 09:25:23 AM
Has anyone really been far as decided to use even go want to do look more like?
--------------

On a more serious note, I assume you're asking if doctors still can bond with an injured wild animal, which causes it to become tamed? Yes it still works fine in a17, as far as I know nothing has changed about it.
#13
General Discussion / Re: Bionics in A17
June 25, 2017, 06:28:09 AM
Actually, A17 did reduce the chance of caravans carrying high quality and "exotic" items like bionics, now it's not unusual for exotic traders to lack bionics and it seems rare for them to have more than one and (at most two) while back in a16 it was the norm for an exotic trader to have as much as 2-4 bionics (rarely having none).

Exotic trade ships are usually your best bet but their stock is still a bit less than you might be used to.
#14
Quote from: Bozobub on June 25, 2017, 12:08:10 AM
AFAIK, barring mods, the only way to try to end a relationship (without killing one or the other of the couple) is to simply make sure they never have a double bed to sleep in, and are assigned separate rooms.  I doubt the constant mood debuff for both is really worth it until the relationship finally ends, but that's the best I have for ya ^^' .

A separate colony would, of course, be even more effective.

Unfortunately the wife is a member of another faction, and I've only seen her that one time :/
#15
General Discussion / Re: ITT: Natural Selection
June 25, 2017, 04:56:10 AM
Quote from: jamaicancastle on June 25, 2017, 01:39:46 AM
Quote from: GreatDookuTree on June 24, 2017, 11:09:06 PM- The prisoner in the picture, who decided that a jailbreak before my minigunner had his coffee would be smart.

I give him a little credit for waiting for the rhinoceroses to be asleep. D:

I'm going to put some maths (probably flawed maths which is mostly guesswork though aha) that should give an idea of how far the prisoner could get and STILL get taken out by the rhino when it wakes up an hour or two later.

- The prisoner has two peg legs, 1 lung, and restraints. It's too late to check his speed now but since two peg legs put you at probably 60% speed (~2.77 c/s) and I think breathing has a decent impact on movement in A17 so you can probably assume that combined with his clothing (is that a parka?) he's probably around 2.20 c/s or less. Modify that by whatever "restrained" reduces move speed by and you have the prisoner's speed.

- Voyager the rhino has been upgraded with bionics (mod is A Dog Said) and has a movement speed of 9.04 c/s (base of 3.80 c/s). I've released him on a large tribal raid when it fled, and he was able to reach every single person.

"Voyager" could sleep in until the afternoon and still be able to catch up, like a ravenous grey missile of hate.


Also here's that released prisoner who can't path to save his life.

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