Menu

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 - Klaatu

#1
Great mod. Found bug. You're missing:

<ingredientValueGetterClass>IngredientValueGetter_Nutrition</ingredientValueGetterClass>

For Bacon recipe in recipe_foods. Currently Bacon is using only 1 meat.

Also missing

<tasteThought>AteFineMeal</tasteThought> and lavishmeal under the <ingestible> tag

BBQ sauce also incorrectly allows meat even though it filters just for vegetables
#2


As seen in the imgur album here http://imgur.com/a/EKK44, improved trade price negotiation reduces prices for items across the board, but that devalues your selling price as well.

So you want to make two trades. You want to sell items at high prices with your worst negotiator, and then buy cheap with your best ones in two trades.

TL:DR Sell high with crappy trade price negotiators, buy low good trade price negotiators
#3
Quote from: kamenoitte on December 19, 2016, 02:51:55 PM
Has anything changed with surgery probabilities? I have a level 15 doctor, who always does surgery not drunk and not stoned etc, and has no injuries himself, yet I swear his failure rate is about 50% or so... (in about 10-15 operations).

Medicine potency overall is lowered, especially for herbal medicine and regular medicine. Glitterworld stuff is still high.
#4
Since it is graphical gui view, can we get the research be goal oriented queued? i.e. click at the end of a chain, and it'll try to research everything before that in sequence?
#5
Quote from: Tynan on December 14, 2016, 01:30:56 PM
Generate more faction bases.

Does this mean generation only upon map creation, or do faction bases generate/regenerate over time as well? Whether a fixed number or increasing number of faction bases, eventually the player is going to run out if they're the raider type. It'd be really nice if this is generating additional faction bases over time.

More about raiding other faction bases: Upon the first time getting the "you have 24 hrs to leave" after the faction base pawns flee / get killed, a message saying to use form caravan would be nice.
#6
Hello, I'd like to see longer and shorter days. Ideally it'd change with the calender date, and the coordinates on the world. i.e. if you hit closer to the edge, you might have long nights (up to 20-24 hrs) and short days in the summer, while you'd have longer days. You'd eventually hit the shortest and longest days of the year, the solar event of summer and winter solstice and equinox.

Longer days and nights would affect balance, but it'd be much more interesting, especially if it changes with the passing of calender time.
#7
Quote from: Tekuromoto on October 07, 2015, 12:24:30 PM
Quote from: Didact04 on October 06, 2015, 01:39:41 AM
Not sure what the last patch did but vanilla heaters are utterly unresponsive and remain idle at any and all temperatures. Medium heaters do work normally but I'm loathe to use those, as last patch there was an obnoxious bug where ghost medium heaters would persist and sometimes stack on top of themselves where deconstructed heaters used to be.

Two bugs to choose from, take your pick on which to look at first.
I believe I can confirm this - none of my vanilla (now "small") heaters are working properly. They show the heating area when clicked on but never seem to produce heat. I generally avoid medium heaters because they're way too expensive to construct at two-and-a-half times the cost of a small heater.

I can confirm that the small heaters didn't function at all. They were set to 70 degrees in an ice biome, displayed 100 watts, but weren't actually turned on because A) they weren't producing heat, and B) was set to low power consumption. I had to use medium coolers in reverse to work around this issue... AC, in the Ice Biome no less. It was very frustrating since I was streaming this on twitch to demonstrate how to do ice biome, and couldn't remove redistribute heat in order to fix it on the same save without dev mode.

The room was sealed, but the small heaters don't work at all.
#8
Can you upload it somewhere else? This yandex stuff does not work at all for me.
#9
Ideas / Re: Your Cheapest Ideas
September 07, 2015, 03:58:20 AM
Be able to automatically sort the colonists tab based on the various tabs, by colonist name, and the specific skills, when clicking on them... i.e. make them sort from low to high and high to low for crafting

Be able to manually sort the colonists tab, and save those configurations.

Save crafting queues, to file/clipboard, and import them to game and other work benches.
#10
I've actually done colonies of 200+ on the largest map size on a boreal forest where it is freezing winter 10 months out of the year. It is quite a challenge keeping all of them outfitted, and I have a few high skill crafters pumping out outfits as fast as they can.  Food is less of an issue with freezing, hunting, hydroponics and nutrient paste dispensers.

Large scale construction projects are interesting, and I have killing / maze fields. Fighting off dozens of mechanoids is also a challenge too if they drop pod into the base instead of appearing outside it.
#11
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 23, 2015, 04:05:13 AM
Bug:
When checking to recruit a guest, and the guest dies during recruitment attempts, the wardens attempting to recruit will be stuck in an infinite loop having no one to recruit while 'attempting to recruit'.

I had to revert back 3 days worth of saves before I noticed my wardens were stuck, and not even forced recruitment will move them.

You need to add a check to break out of this recruitment loop.
#12
Hey thanks! A2B was the cause. Now to get my colonists killed for other reasons.. like a mechanoid invasion they're not ready for.
#13
Bugs / Re: no exotic goods trader in later game?
March 07, 2015, 09:13:32 PM
Bad luck really. I might go a year without any given trader type. If you open the development mode, you can force trader events, but even then it is random which will show up.
#14
Way too late for 'earlier save'.

So what's the cause and conditions if it is known? I've reduced the issues with cleared pathways but... it is still present.
#15
Pawn fails to move item. Picks up and drops. Manual attempt to order pawn to haul item fails. Same thing occurs as prisoner fails to eat meal. Uncertain what is causing. There's only one stockpile destination to go to, and there's room. Pawn stuck 'standing' in place, but not idle.