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Messages - Drahkon

#106
Ideas / Re: What do you want in alpha 9/10?
December 20, 2014, 10:20:02 AM
Hmm..

AI improvements for raiders, hunting, and colonists in general
More defensive options
A bit less luck based combat (watching a raider with 1 skill and a m-24 one shot several colonists in full power armor and excellent cover in a row is a bit cheezy)
Better visitor interaction/faction dynamics.
#107
Bugs / Re: W 0.652 Music/Sound totally stop
December 20, 2014, 12:37:30 AM
I can confirm this one. Playing fine with nothing happening, then a 'click' like sound similar to unpluging an audio device, and no audio at all, first time it's occurred for me. Second 'click' on closing the app, and sound is back when relaunched.
Build 657 here.
#108
Got it I think, it only occurs when the item you try to trade was not in the window before you started scrolling. All items that were outside the visible window will be ofset by 2 in the direction you last scrolled until you click once which will remedy the issue for a moment.
#109
Bugs / Re: [W|0.8.657] Gameplay: Apparel stacks?
December 20, 2014, 12:17:34 AM
Guess that leaves it up to Tynan to take a look at to confirm or deny.
#110
Ideas / Re: Meal Type Designation
December 19, 2014, 01:16:52 AM
One thing I do sometimes, set aside a room for PSMs with a door and toss a sleeping spot in it. Make the bed a prisoner bed and no one will touch the meals once they are in there (but they might before picking them up), lock the door when capturing so no prisoner is stuck in there. When it's time to eat them unlock the door and make the sleeping spot a colonist one.
#111
The only real performance issues I've seen are either the issue with fire that was cropping up now and then - which I've not seen in some time, or late game raids with a ton and a half of pawns all starting logic at the same time when they spawn causing a lag spike. Afraid I don't have any vanilla saves that old now, deleted all my testing ones once it went to release and running a couple mods since.
#112
Ideas / Re: Vents
December 19, 2014, 12:42:45 AM
Or a layer for 'thermal conduit' =)
Run it just like electrical, just red. Stick central air all up in that base.

Furnace, AC unit, and a.. radiator?
#113
Bugs / Re: [W|0.8.657] Gameplay: Apparel stacks?
December 19, 2014, 12:33:20 AM
Also running Edb's UI and PC, though neither would have an effect on this that I can think of. It's almost like it doesn't think the item is a weapon/apparel piece any more. Perhaps it is with mod loading itself.
#114
Noticed I missed something first read through regarding coolers.
Unless I'm mistaken the heat reduction on the cooling side is total (like -whatever per second), and that reduction is spread out to all the tiles in the room, and each tile in the room 'leaks' heat too/from outside through the roof/floor. Thus the more tiles in the room the more it leaks heat and the more the cooler has to run to keep it cool. When the cooler is on it draws much more energy than when it's off. Once there are too many tiles in the room it won't be able to keep them all cooled even running full time.

If the room the heat is being pumped to is too small and the heat has nowhere to go it's temp will shoot up very high, and from what I've seen there's a limit on how much of a temperature change the cooler can handle from one side to another.  Either pump the heat into your base to warm it in the winter, outside, or into a room with a hole poked in the roof to release the heat. I usually have a set of coolers pointed into a roofless room, and a set pointed into my base, and turn them on/off as seasons shift from hot to cold. Use a multiple door airlock to help keep your fridge cold, open doors shift heat rather quickly. This is also good for exterior doors that are frequently used.

The temperature setting effect when the cooler turns on and off.

If cool side is > set temp, cooler turns on mooving heat from the blue side to the red side
If cool side is < set temp, the cooler turns off, uses little power and does nothing.
#115
1 might change, doesn't make sense to me either.
2 it's rather slow.
3 not at this time.
4 right now only cloth type gear is craftable but think of it as near armor at the high end.  Who knows if ammo will be added later, can't stop at the gun store to get more really so those knives and sticks might be real handy. Also when your enemy swarms in close it effects your pawns ability to fire, a few good melee in the right spots can slap em down fast when they try.
5 as the hot room gets hotter/ the cold room gets colder, the cooler gets less effective, yes room size effects both. Temp setting effects cold side only.
6 wind direction has no effect at this time so it doesn't matter, it'd be graphical only.
7 only one person knows =)
8 high value metals like silver and gold have high beauty, but not much other reason than that aside from liking the looks.
9 not at this time, but who knows what the future may hold.

#116
Bugs / Re: [W|0.8.657] Gameplay: Apparel stacks?
December 17, 2014, 11:28:25 PM
The multiple clothing items deal is kinda funny, had one visitor wearing about a dozen hats the other day myself.

I was running into the guns/apparel issue myself but believed it was a mod issue. Unfortunately it's been hard to nail down, usually fine when first loaded but sometime later it stops working.

It just starts acting like there is no available stockpile to put them in, that includes weapon racks.

Are you running any mods?
#117
Ideas / Re: Fertilizer Pump
December 16, 2014, 05:48:19 AM
I just hope he's supplying a better way to deal with these areas, they can make parts of the map all but unplayable in some more extreme cases.
#118
General Discussion / Cold ears
December 16, 2014, 05:40:23 AM
I'll just leave this here.

[attachment deleted due to age]
#119
Ideas / Re: Hunting.
December 16, 2014, 03:59:14 AM
Or maybe just a 'hunting zone' any animals of types enabled in the zone's menu entering the zone are flagged for hunting. done.
#120
General Discussion / Re: Starving patients...?
December 16, 2014, 03:56:39 AM
Capture Arrest them and a warden will feed em. Release them later to rejoin.