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 - Cimanyd

#31
General Discussion / Re: Scum thieving visitors
April 09, 2016, 09:29:54 PM
Quote from: facc00 on April 09, 2016, 09:18:56 PM
they do bring there own meal but they still jack yours.

Are you sure a visitor with a meal in inventory still ate one of yours instead? Because I think that'd be a bug. Or is it just the question mark guy?

I just sold a meal to a question mark guy (who had no meals), and he ate it once he got hungry.

One solution to this would be to make every visitor-with-items-to-trade guaranteed to have meals in their stock. The only issue then would be if you bought their meals they'd eat one anyway (from you) and you'd have given them one meal's worth of silver for nothing. The realistic solution would be for them to carry meals separate from their stock that they aren't willing to sell, but that might be more complicated to have in the game than just "this guy's inventory = stock".

You know, the problem of trader muffalo eating devilstrand etc. is actually the same problem. They don't carry food for their animals. Maybe the pack animal should carry hay or kibble in its stock, and eat it when hungry.

edit:
Quote from: Coenmcj on April 09, 2016, 09:19:45 PM
It might be the fine meal > simple/survival meal logic they're following. Your colony has better so they're eating that.

I think that'd be a bug too. If they carry in their own meals they should eat them.
#32
General Discussion / Re: Scum thieving visitors
April 09, 2016, 09:12:38 PM
Visitors (and enemies; basically anyone that shows up) normally carry their own meals. The ones with the question mark don't seem to follow this, and if they aren't carrying meals they'll eat your food, like all visitors did before people could carry meals. I'm guessing it's because the inventory of those specific visitors is what they have to trade (unless it's actual traders with pack animals, then the animals' inventories are), and meals weren't considered when making that feature.

Sometimes they do have meals for trade, do they eat those? If you sell them a meal before they get hungry, do they eat it once they do, instead of taking yours? If so, if it's made of human meat, will they still eat it and get the mood penalty?

Now I want to be able to poison visitors...
#33
This is explained in the video (link to start of breakdown and component explanation), but not in the blog post aside from components being a new resource. From the video: They limit how much tech you can have until late in the game. You can deconstruct ship chunks, mine ancient compacted components, and just buy them, but you can't build them yourself without late-game research.

#34
My permadeath colony, which went very well for the first one or two seasons and had 4 colonists, ended suddenly when one colonist was killed by a frag grenade; his lover went berserk, fought a boar, and lost; a third colonist died of malaria; the second one died from infection from the boar fight; and the last one was kidnapped by pirates.

I'm not any closer to deciding whether I like permadeath or not, but I've learned some lessons about attack priorities and the importance of bed rest. Time to start a new colony!
#35
Bugs / Re: The Grand Minor [A13] Bug Thread
April 06, 2016, 05:12:38 PM
Even less important than bugs: typos! (Let me know if there's somewhere else I should be reporting them)

Adulthood backstory "Construction engineer": "He lead a team which built everything from office blocks to cathedrals." (should be "led")

Adulthood backstory "Ninja assassin" (Mie): "Mie worked for an interplanetary conglomerate using her performing stiletto-precise assassinations. Her was often sent complete the most complex of missions involving disguise, deception, subterfuge, and efficient violence."

Childhood backstory "Convent child": "The child of an illicit affair, Sebastien was bought up by nuns in a medieval convent." (I'm assuming this means they brought him up, not that they bought him.)
#36
General Discussion / Re: sick colonists going crazy
September 18, 2015, 09:51:32 PM
Patient 1 is fine, as long as you lower it temporarily once in a while for sick colonists, just long enough for them to do joy stuff.
#37
General Discussion / Re: sick colonists going crazy
September 18, 2015, 02:16:29 AM
Lower Patient priority to let them stay out of bed long enough to do joy stuff. See this thread.
#38
General Discussion / Re: Where Are the Traders?
September 16, 2015, 11:30:33 PM
Also note that some materials, including silver, don't deteriorate or even have HP so you can safely store them outside if you want to save space inside.
#39
Bugs / Re: drunken bomalope
September 15, 2015, 08:13:11 PM
It's probably related to this bug/feature. Hungry boomalope drinks beer until it's so drunk it's unconscious, randomly dies from becoming incapacitated, and explodes because it died.

It's another example of how silly that feature applying to tame animals is. Realism and story or not, I don't want tame animals killing themselves with alcohol, or dying from the pain incapacitation of a heart attack without even having a chance to try to treat it.

Not that there's any problem with an animal (or colonist) drinking until it's unconscious, or dying of a heart attack through whatever the normal heart attack mechanics are. It's just the random death applying to tame animals that's a problem.
#40
That doesn't sound right. If they're set to Joy, they should do joy stuff until their joy bar is at max, then go back to work. If they're on Anything, they should do work, unless joy-deprived, when they'll do joy stuff (but not to max). I think. If they're joy-deprived, not set to Work, and not going to do joy stuff to raise joy, something's wrong.
#41
General Discussion / Re: Why are the conduit walls gone?
September 09, 2015, 10:54:01 PM
Power conduits are entirely separate from walls now. You can build them on walls (and most other things).
#42
General Discussion / Re: Joy Optimization
September 09, 2015, 08:16:19 PM
Yes, if you don't build a few joy sources, your colonists will only have one or two methods of gaining joy (meditating and maybe social if you have a table), they'll build a tolerance, and take forever to get enough joy. Even a horseshoe pin and a chess table (might need chairs/stools, never tried without) can make a big difference.

"Anything" should work fine, and some "Joy" may work better by making them raise their joy higher than they need to, increasing their mood. Just don't overuse "Work".

For sick colonists, see this thread.
#43
Off-Topic / Re: The little squares by my name
September 09, 2015, 02:32:26 PM
Wait, I've actually missed something by not reading the count thread?
#44
Considering chickens are the only animal that can't be trained, it might be for game balance, since you can have infinite chickens more easily than other animals.
#45
General Discussion / Re: animal starvation...
September 09, 2015, 02:24:25 PM
This could be either a bug or some problem with what you've done that you haven't figured out. More information, or screenshots, could help. Or maybe you should post in the bug section.

Did the warg have any health problems? What was in the freezer? Was the warg actually starving or not? Where are the beds, and are they actually beds/sleeping spots or just boxes the warg won't fit in?