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 - Andre27

Ideas / Advanced Planning and Blueprints
June 06, 2018, 07:49:41 PM
I'd love the possibility to place reinstalls or buildings ontop of other items/constructions/walls for the pawns to do once the thing in the way is removed, so you don't have to reinstall things one by one if you say want to shift your hospital beds one tile over or something. Or so that you can place a mine order on a section of a mountain, and also put down blueprints for workbenches and a door and walls and so on ahead of time, so they'll simply do it as possible
Ideas / Re: Energy for sell
June 06, 2018, 06:02:15 PM
I mean a battery already is that energy container, you can uninstall it and even move it to different maps and it'll retain it's stored energy, all you'd really have to do there then is add a value to energy and then you can just sell uninstalled batteries for their base cost + stored energy cost or something. Or you could just have it where trade caravans coming to you aswell as orbital traders will simply drain your batteries for the sold energy and you take batteries with you if you want to caravan and sell to other towns (or those towns also syphon energy and you're left with drained batteries). Or some sort of mix, where some caravans/towns want only the energy, and others want the batteries aswell. Could also buy in the same way.
Hmm, I do like Pick up and Haul, but it allows for some, I imagine, unintended things to happen.

First off it allows you to use non-haulers to haul, though ofcourse it'd be more tedious to do than just clicking prioritize hauling. And that was already possible with the caravan exploit either way I believe.

Secondly though, it also makes the pawn pick up several stacks of items when they have nowhere to put those items, as an example, when you put a one tile stockpile for both meat and vegetables on either side of the stove and then later tell the pawn to haul meat from the freezer, he will pick up more than 75 meat, go and put 75 on the 1 tile stockpile and then walk back into the freezer to unload the rest of the meat.
WorkFlex seems to make my pawn unable to research without me disabling everything else he could do, I can have his growing at a 4 and research at 1 and he'll instead go and sow some crops rather than research.
The Minigun handling mod tells me that it's not for the current version, and I also notice that on the github page it says 17.2 not 18.2
Releases / Re: [B18] Psychology (2018-3-18)
June 03, 2018, 08:16:37 AM
In what ways is this incompatible with HelpTab, aswell as Children and Pregnancy? I find HelpTab quite useful and while I haven't played much with Children and Pregnancy it seems intresting, but so does this.
General Discussion / Faction Leader Family
June 02, 2018, 09:50:19 AM
So I just saw one of my randomly generated characters when launching/crashing had one of the faction leaders as his mother, though I rerolled him without thinking about it too much because he wasn't very good.

Does this do anything or matter ever?

Admittedly I should have also just used prepare carefully to keep that character and instead make him into something reasonable, but I didn't think of that, I also don't know if that would actually work, since you don't seem to be able to choose the faction leaders as your family or relations through prepare carefully, so maybe the relation would simply disappear?

And a last largely unrelated thing, the same faction leader also has the same name as my best shooter, and second best (I think) builder in my first ever game had (or still has). Though I guess it would be second best shooter too after I recruited someone with double passion and 16 skill, but she is 55 and I already had to give her a new heart while Ryoko 'Onesan' Minese is only 26 or something, with 12 skill and also double passion. Anyways, this was unrelated really, I just had to say something more, I love the game.
So I know there is the issue with them stopping being slaves once you stop their escape attempt, but they also get their enslaved counter reset, which is even more annoying tbh.

EDIT: Nevermind, it seems to have just been temporary, it returned to what it was before soon after.
Ideas / Slaughter auto-haul
May 29, 2018, 10:44:01 PM
So I did a cursory look through search but didn't seem like anyone was asking for this, mostly other automatic animal features, which would also be great. But one thing that would be fantastic would be if a pawn slaughtered an animal (except due to the slaughterer mental break), that they then also auto-haul it back to an appropriate storage, similar to hunting, and honestly I can't believe this isn't a feature.

I just recently lost about a cow and 3 boars to rotting after slaughtering them, because I neglected to think of the fact that it doesn't auto-haul. That was pretty bad when my food situation was already pretty bad.

EDIT: And hauling milk after milking the cows and so on.
Help / Re: Builder work change
May 28, 2018, 04:30:06 PM
I don't believe so, I've had them start working on it and then immediatly stop and go clean or something with no one else around. And I've also had one of them just keep cleaning non-stop, even though cleaning was at priority three while they had construction at priority one, and construction projects they could work on. But that person just didn't, simply kept cleaning.
Help / Builder work change
May 28, 2018, 01:27:06 PM
Recently I noticed that when I went to build stuff my constructors would finish maybe a fourth of the work on a wall, and then go and work on another section of the wall half the time and the other half do somehting completly unrelated. And they'd do the same thing again several times during a single wall construction even. I'm pretty sure it's one of the mods I'm running but I can't figure it out tbh.

I'm currently using HugsLib, EPOE, A Dog Said, Chemicals & Neutroamine, Mending, Set-Up Camp, Camping Stuff, ResearchPal, HelpTab, Stack Merger, Better Workbench Management, and EdB Prep Carefully.

I would have thought that it's maybe something like stack merger messing with them but turning it off didn't change anything. Neither did turning off EPOE, A Dog Said, C&N or Mending. I didn't try the rest of them yet since they haven't caused any issues previously and I was always running them on the save already, while the ones I listed were recently added.

Ofcourse it might just be that this has been happening for a longer time and I just haven't noticed, since I usually don't pay much attention to what they're up to specifically, though this time I was trying to reconstruct my freezer in a timely fashion and did pay attention.