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Messages - Divinorium

#1
If there was a furniture to hold stuff that hold a single cell it would be great, even if it barely has any beauty. Being able to keep things safe from weather and organized for fast item creation would be beyond amazing.

Thanks for the attention.
Divinorium
#2
There's a button to count only items made with the material.
#3
Bugs / Three bugs found in version 1.0.1982
August 02, 2018, 04:09:30 AM
Wooden Mask doesn't burn
Fabrication bench can't remove/reinstall
Uranium helmet doesn't burn
#4
As the title says in version  Unstable 1.0.1980 i'm unable to remove/reinstall the Hi-tech research bench.
I assume that's a bug since i can remove/reinstall the multi-analyzer
#5
Ideas / Pawns blocking movement of hostile pawns
July 10, 2018, 05:42:52 PM
So a small story: Playing with brutal start i get raided by 6 tribesmen having 3 pawns, not a big deal. My pawns take position in a  1 tile entrance to the base where their 4 melee pawns would make little diference. My best fighter block the entrance while the other 2, more skilled with distance fighting, shoots from over his shoulder.

Everything is working fine until my fighter gets hit and is downed, by that point we already had 3 enemy downs. I move one of my pawn to block the entrance and make the other make a quick "rescue" just so the downed pawn dont get hit by an stray arrow. After the pawn is moved down 3 tiles i send my pawn back to back up the now in combat and hurt pawn blocking the entrance, after some fight the 4 raider is downed and the enemy decide to "kidnap" who they can and leave. One of their ranged pawns engage my pawns blocking the entrance while the other run past his companion, my 2 pawns, grab my  downed pawn and run past again my 2  pawns and his companion.

That's the moment i realized, what kinda of bullshit is this? How can a raider not follow the combat rules when kidnapping pawns and simply run past hostile pawns like they aren't even there.

So i'm curious if this is some kinda of bug and if it isn't suggest to get it changed.
#6
General Discussion / Re: The balancing process
June 30, 2018, 03:16:27 AM
Quote from: Tynan on June 19, 2018, 06:06:57 AM
Other changes relate to that too. For example, armor is now a chance-of-damage-cancel instead of a damage reduction. This means there are less wounds, but the wounds you get are significant. But, medicine is spent per wound, so this reduces time and medicine spend tending wounds, which on the econ side makes straight-up combat more viable. It also means that if you can get some really awesome armor, sending melee fighters to actually fight should be more viable since there's a real good chance you can win without getting hurt, as opposed to previous builds where you might win but you'd have a bunch of damage-reduced (but still bleeding) wounds - possibly on your eyes or brain.

Sorry if it was already answered but i'm curious how more powerful weapons like sniper rifle will enter in this math. It will be even more binary in the  realm of if it hits is a kill, if it miss you wasted time?
#7
New here, but just dropping to say that i wish the game allowed bins/craters/etc to keep more resources than a normal stack.
I always felt like XXL stacks is kinda in the cheaty side, that's why i use the quantum storage.

Smarter food, being able to select what folks will eat is good.

hospitality is another one that i think should come in the core game.
Fluffy's stuffs.
And for the love of jebus when i go check the recipe show the stats of the item in the "normal" quality.