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Topics - Mikhail Reign

#21
Currently the way clothes are selected is kinda broken - there is no way to have a colonist wear something, and if that isn't available wear something else, as well as the minimum quality requirement slider being somewhat useless.

A great example of this would be: I want my melee guys to wear power armour and helmet, and if that isn't available wear a cowboy hat and duster. Now most colonies produce their own clothes, meaning that after a little while your tailor will be pumping out some masterwork and legendary cowboy hats meaning that colonists will prefer these over any power armour that you have available unless you are both extremely lucky and extremely rich. Since armour is worth wearing at any quality level, it also means that there is no reason to have the minimum slider to be used at all, unless of course you WANT colonists to not wear that poor armour vest and just commando it against bullets - this also applied to pants (and shirts in the case of girl. side note; did females always get the naked debuff for not wearing a shirt?). You can tell your colonists 'don't wear clothes of lower then normal quality, meaning that unless you have spare clothes of that quality or higher, you could end up with colonists running around without pants even if there were some, abit bad quality one, laying around.

What I suggest is instead of the current outfit system, clothes would be selected via layer, with a quality slider for each article of clothing. How this would look is similar to the bills tab for tailors tables in regards to priority. They would look for anything that would fit the highest priority 'clothing bill', and if nothing fit that, then look at the next one down and so on and so forth for each layer. This system would mean that it would be quiet easy to also include a 'type' (similar to how which leather is to be used is chosen in the tailor bill) I could then set for example my winter melee outfit:

Headgear
Powerarmour helmet - quality Poor to Legendary; 50-100% hp
Cowboy hat - quality Superior to Legendary, 50-100% hp; boomrat, alphabeaver or squirrel

Middle layer
Powerarmour - quality Poor to Legendary, 50-100% hp
Duster - quality Superior to Legendary, 50-100% hp; boomrat, alphabeaver or squirrel

Top Layer
Buttom up shirt - quality Superior to Legendary, 50-100% hp; Devilstrand
Shirt - quality all, 50-100% hp, all

Pants
Pants - quality Superior to Legendary, 50-100% hp, Devilstrand
Pants - quality all, 50-100% hp, all

To use the example above, the colonist would look for a power armour helmet, power armour and a button up tshirt and pants made of Devilstrand first, but if they failed to find any one of those items, they would look for the next one on the list, with the bare minimum, wearing pants and shirt of above 50% hp of any quality.

So just to clarify it would read the same way as a tailor bill list - highest priority at the top, lowest at the bottom, and the pawns would just read down through the list of each layer until they found something that they could wear. This would also mean that you could put at the bottom of the prioritys 'bare minimum' items; a great example being a 'clothing bill' allowing colonists to wear almost anything to ensure that they didn't get the naked, or tattered clothing debuf.


Also, additionally, a way to group select change outfits. Clicking through the list of colonists to move from winter to summer is a pretty big pain, when really all I want to do is >select all>winter
#22
General Discussion / Opposite To Claim
March 07, 2015, 04:50:23 AM
I would like a button to remove ownership of an object/building to counter the 'claim' one. Would help with forward bases - by 'unclaiming' them raiders wouldn't get stuck up smashing a wall of a building miles away from the battle, that isn't used and isn't helping them at all.
#23
On randy, on the level below challenging, I've been getting animal attacks very often. If I run the game at the highest speed, there is about 2-15 seconds between attacks. They have been coming for months now, roughly 1-5 breaks a day. I know randy can be random ( :P ) but its been happening for a really long time. And now that I mention it, I haven't had a mech attack at all.

Guessing the weighting for the events has been changed?
#24
Because every game should have it.
#25
I was experimenting with the cold worlds. Found one with a -30 to -100 average. I also wanted to test out a 'heating vent' idea - basically a heated shaft that runs behind all rooms, with coolers blowing heat into the base - a key point was to have only one room with heaters, and use coolers to move the heat around - preferably from the outer room to the inner rooms and the any excess out the front door

It seemed to work at first. I had 15-20 heaters in a shaft room so as to keep it at a steady 21 all the time. With some experimentation I found out that one cooler will blow hot air into a room faster then one can suck it out. So my design ended up being: a bedroom had a cooler sucking hot air from the heating shaft, one returned excess to the shaft and one pushing it into the hallway, to be pushed into the main room (also returned to the shaft) and then pushed out the front door.

I figured it would basically equalize over time. What ended up happening after some tweaking was the rooms all bounced between 21 and 25 (what I wanted) and the shaft ended up super heated (from the excess being returned to it). I then thought "Hey what would happen if I turned the heaters off?". My base has now been running a week without any heat source in -100 weather. The shaft remains heated to 50-70 with phantom heat made from moving air around.

Ps: it is an entirely solar/wind base - no geo heat.