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Messages - JaJe

#16
As title says, I noticed that every time I send a caravan to a friendly outpost to trade, not even a small amount of social skill is increased. Shouldn't increase a bit the social skill every time you complete a trade?

I haven't seen a mod debuff for sleeping on the floor (without bedroll during caravan), just decrease of comfort to 0.

Also, when my pawn is 100% rested, he won't start moving until it's morning which is kinda not good, force a pawn walking once is full rested.

PS: Suggestion, make horseshoes pin as a way of entertainment for caravans, so they have solitary relaxation and dexterity recreation during caravan with the condition that must be available a horseshoes pin in the inventory.
#17
Ideas / Re: Your Cheapest Ideas
March 11, 2020, 09:27:34 AM
Make extreme fog weather that makes all fire weapon useless due to lack of sight and forcing pawns into melee combat.
#18
Quote from: SpaceCows on February 08, 2020, 01:09:52 AM
Quote from: Livingston I Presume on February 03, 2020, 04:30:52 PM
If you're only selling 1 then it's not a really an industry or trade then, and again not worth the mood debuffs.  Unless the colonist really sucks and identifies as limestone then i'd sell them, otherwise I would rather just recruit them, a bullet sponge with an assault rifle that can grow and haul is far more useful than and extra 700 silver at late game.  I think it's worth it for getting rid of bad prisoners who won't make good recruits, but just doesn't work without either mods or playing on the lower settings as an industry.

Speaking of mood debuffs...
-3 Colonist Died
-5 Witnessed Ally's Death
-10 My Friend Susan Died

Colonists contribute significantly to colony wealth, and on Cassandra also contribute toward recruitment difficult. I try to be very choosy with my pawns and only pick pawns that I think are valuable.

Prisoners I don't like I use as medical practice, then release. Even pirates! Released pawns frequently return to your base, so if you swap their legs for peg legs, that's one less raider to worry about.

If you want to release pirates, I'd chop their arms so on the next raid they will really suck at fighting.
#19
Quote from: asanbr on January 30, 2020, 06:00:49 PM
If you starve them to 87% they get knocked down and you can then carry them to the cryptosleep without anesthesia. Doesn't anesthesia require medecine?

I don't know if/how this affects price. Once you take them out and feed them, it will be some time before they recover, but I think you can sell them immediately if you want.

starving affects the price, even when they are sick or under anesthesia. That's why you wait to recover completely before selling the slave.

Quote from: Livingston I Presume on January 30, 2020, 06:45:47 PM
Neither unless you use mods.  The mood debuff isn't really worth it.  Sell drugs, art, devil strand clothes and wooden weapons.
Most of these are renewable, sell for a reasonable amount and keep colonists happy and busy.  If you survive till late game you'll have 20k+ silver and it just keeps growing.  And that is with buying bionics and such. 

Prisoner and organ trade is over rated

Late game you get bigger raids and lots of prisoners to capture and sell it for a good profit. All you have to do is to heal them, giving some food and put to sleep until a pirate comes to buy.

Yes, mod debuff is very small if you sell just 1 and you have already a happy colony, it's matter of preference of how to gain money. Aswell you could simply have just 1 pawn crafting lots of sculpture using silver or gold for huge amount of money, sometimes sculptures are so valuable that you cannot sell it to anyone without using a mod that gives traders more silver. Try selling a 30k worth silver sculpture.
#20
Releases / Re: [1.0] SeedsPlease!
January 27, 2020, 11:40:46 AM
I don't know why but since I started playing with this mod, nobody, absolutelly nobody sell HAY seeds! Not even dedicated orbital traders.

EDIT:
Never mind, after 4 years in my gameplay a trader FINALLY decided to sell just 5 seeds of hay.

Now I noticed another issue, to Weave cotton cloth, it requires minimum skill of crafting: 4
However, some of my pawn with high skill of crafting but low on cooking won't allow me. This is the issue:


Why would it need cooking skill?
#21
Fluffy,
For the Colony Manager mod, can I suggest adding a hunt job to prevent my pawn hunting the specific animal in pack? My pawn often get attacked by a group of animals as revenge if they start hunting and it's nasty. Allowing pawns to hunt specific animals only if the condition is that animal is alone in the wild would be nice. Also if is possible to make my pawns hunting as same time the same animal by hunting in group would be a huge QoL improvement.

Having herd animal disabled have no effect, my pawn keep hunting groups of animals.
#22
Which is the best, selling prisoners or selling organs?

A base value of a pawn is 1750$ if the character quality is at 100%. Selling a prisoner to slavery you will gain only 60% of its value + your pawn negociating ability bonus. Up to 1050$ without negociating ability bonus.

The following organs prices are:
1 x 250$ kidney
1 x 500$ heart
1 x 400$ lung
1 x 500$ liver

If you decide to harvest everything from a prisoner, one kidney + one lung + one heart or liver you gain 1150$ * 0.6 = 690$ without bonus.

However, if you harvest organs from prisoners you get these debuffs:

Someone organ was harvested x1 -5 debuff for 8 days
Someone organ was harvested x2 -9 debuff for 8 days
Someone organ was harvested x3 -12 debuff for 8 days
Someone was organ-murdered -6 debuff for 6 days.

This means that if you harvest everything from a single pawn, you have to take care of your pawn mood for 8 days with a total of -18 debuff.

Now, if you sell a healty prisoner to slavery you get only this debuff:
A prisoner was sold -3 debuff for 4 days. If you have multiple prisoners that you wish to sell at same time, here's the debuffs:

2x prisoners sold = -5 debuff for 4 days
3x prisoners sold = -7 debuff for 4 days

and so on...

We know that selling all organs we earn 690$ without bonus. Now to make it profitable selling prisoners instead. The market value of a prisoner must be greater than 1150$ otherwise is less profitable than selling organs.

Market value: 1150$ x 0.6 = 690$ same price for 3 organs and less mood debuffs.

NOTE:
1. Once you capture a prisoner, heal the injuries before selling. Any injuries decreases its value.
2. Cloths worn do not affect the price of the pawn, sell it naked.
3. Food poison or anesthesia decreases the price of the prisoner.
4. Feeding the prisoner with nutrient paste food do not affect the price or any other mod debuff the prisoner have. It's recommended feeding with nutrient paste to not waste your food resource since it's the most efficient food in the game (160% efficient compared to normal food).
5. Anesthesize your prisoners once healed and bring it to the Cryptosleep casket. The anesthesia effect duration is 6hrs in game. Doing so, before putting the prisoner inside the Cryptosleep casket, wait 4-5 hours, this way when you decide to remove the prisoner from the casket, you have to wait just 1-2 hours before waking up. This is why is best having a Cryptosleep casket near prison to quick put inside, outside when you have a pirate trader. There's also a chance that once you remove the prisoner to suffer for a short time of Cryptosleep sickness which decreases the price of the prisoner. Wait to disappear the effect before selling.

No matter the social skill of your pawn have, either level 1 or level 20, all prices are calculated the same:

Formula:

M = Market Value
Fp = Final Price
Bonus = Your pawn skill you use for trade in %

Fp = (M * 0.6) * [1 + (Bonus / 100)]

Example: Your pawn have a skill of 15% bonus and the item you sell is worth 400$ in the market;

Fp = (400 * 0.6) * [1 + (15 / 100)] = 276$ silver

NOTE 2:
If you decide to form a caravan and go to a nearby settlement to sell the prisoner or any other items, you get another buff of 2% of the price.
#23
I'm curios, it's because of the mods that the game is having that price?
#24
Releases / Re: [1.0] [KV] Faction Control [ModSync RW]
December 27, 2019, 09:55:15 AM
I really like this mod, but if I play with a large number of factions a strange thing happens:
1. Expecially early game I keep have traders one after all at short time
2. Everytime I get a pop-up with event or raid, my game lags a while

Is it possible to add an option to select the random number of faction between X and Y? Rather than manually edit the number of faction everytime I start a new game I'd like to be randomized between certain values.
#25
Sarg,
You did a wonderful work with this mod and I'm pretty sure it's a hell of work to do. However I am curious, do you have any plan to add extra variety of animals to combine with? such as Vanilla Animal Expanded from Oskar Potocki?

Or even better, have you thought about creating a similar mod but for mixing plants DNA to get the best plant possible? some resistant against blight, some that grow faster but low yeld or viceversa, etc..
#26
Amazing mod!

May I suggest you to add extra info to Steam such as melee damage per second and armor penetration for each weapon? This way the player knows which melee weapon is best to craft.

Also, make it so having the hatchet to give a bonus speed for cutting down trees.
#27
Can I suggest adding an optional event that randomly spawn genetic rim animals and decide if to hunt or tame? That would be sick.
#28
Hey Rainbeau!
I really like your mods, expecially the realistic planet one.
I have a question however, I am using both advanced biome mod and Realistic planet mod, I started playing a new game using these 2 mods together on permafrost biome. I noticed a problem and I am not sure exactly what causes it but everytime I build something or haul some random chunks on the map the image of the specific chunk will persist for a few second after hauling and then randomly despawn. Same goes for building, once the construction is complete it appear that is still on work and then all of sudden it spawn completed. Any idea why it happens that?

Another thing is, everytime I generate the planet, expecially the one with huge oceans it have a strange aspect with a perfect circle around land and it's kind of.....strange?

#29
Releases / Re: [1.0] Better Pawn Control (v2.0.2)
October 17, 2019, 05:19:59 PM
To me, it does not appear the policy tab on Work tab. I am using the Fluffy work tab mod. Any idea? or it is incompatible with his mod?
#30
Genetic Rim makes Combat Extended mod unbalaced.
Explosive Sac is basically a unlimited grenade weapon and raiders actually abuse of it.

I hope Genetic rim makes the game compatible with Combat Extend or at least allow us to enable/disable explosives.