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Messages - Cimanyd

#76
General Discussion / Re: Guy's we have a reddit
September 01, 2015, 02:06:03 PM
There's also a "remove" button for accidental double posts and similar things like that.
#77
This is great! Very helpful post. A few notes:

The in-game name is "wild boar", not "boar".

"[Boomalopes] are a cross between Boomalopes, squirrel-like bombs, and muffalos." I think you mean boomrats there.
#78
General Discussion / Re: Weird colony
August 31, 2015, 10:53:10 PM
Quote from: king komodo on August 31, 2015, 09:06:46 PM
Seriously I have had the oddest colony I can think of. I have one guy who will "forget" to sleep because he was eating (he lost his stomach in a firefight).

[image of a Redfields missing a stomach]

You can see the "Work" in the screenshot that means Redfields is restricted to work-only, which will keep him from sleeping. If you use "Anything" instead of "Work", colonists can sleep or do joy activities if needed (i.e. only when tired or joy-deprived, I think? not sure exactly how "Anything" works).
#79
No, you can't make pirates friendly anymore, only tribals (and outlander towns you've made hostile).
#80
Bugs / Re: Harvest fail chance bug
August 30, 2015, 07:57:31 PM
With a little testing in dev mode, it looks like this is how it works in the base game. With 100% consciousness, sight, and manipulation, the harvest fail chance is what it should be for the growing skill, but increasing one of those three stats increases the chance, and decreasing it decreases the chance. (This would make sense for anything where an increase is beneficial, of course, but with fail chances lower is better, so better stats should lower the number.)

Of course, it's only as noticeable as it is here because the stats are modded to be 1000%+.
#81
General Discussion / Re: Patients going mental?
August 30, 2015, 02:36:50 PM
TLHeart is right, just lower the Patient priority and draft+undraft to make them get up. If you want them to continue resting through the sickness, put the priority back up after a little while once they've done some joy stuff.
#82
General Discussion / Re: Patching the game?
August 30, 2015, 02:32:09 PM
Missing your download email? - sticky in support section.
#83
General Discussion / Re: Ludeon Forum Issue
August 29, 2015, 11:40:24 PM
Quote from: Ranilin on August 29, 2015, 10:34:00 PM
Unless someone changed something else to fix it while I was tinkering, I fixed the problem for myself by going to Profile, Modify Account -> Account Settings, then changing Preferred Language.

Thanks, that worked for me as well!
#84
General Discussion / Re: Alpha 12b Released!
August 29, 2015, 01:57:37 PM
12d now
  • Flashstorms are much less intense
#85
General Discussion / Re: Ludeon Forum Issue
August 28, 2015, 09:54:52 PM
Same problem here, for the last few days, worked fine previously.
#86
Bugs / Re: A12 very annoying bug...
August 28, 2015, 05:37:27 PM
From the A12 changelog (under "Misc"):
  • Dazed broken pawns will now randomly strip off clothes and drop things.
Definitely not a bug. Don't let your colonists mental break, or if mental breaks annoy you that much, play on a lower difficulty or different storyteller so it doesn't happen in the first place.

I think it is new to A12, though; don't remember dazed people ever dropping weapons in earlier alphas.
#87
General Discussion / Re: Steel cannot be hauled
August 26, 2015, 06:14:23 PM
Most items will automatically be hauled if not forbidden. Stone and slag chunks are the exception, you have to manually mark them for hauling. This isn't new to A12.

If your colonists aren't hauling, and you want them to, change the work priorities, or if it's one specific item that you want hauled right away, select a colonist, right click on the item, and prioritize hauling. Both of those things apply to almost everything colonists do.
#88
General Discussion / Re: Alpha 12b Released!
August 26, 2015, 04:58:04 PM
12c is out now.
  • Poison ship part event now only drops one ship part instead of 2-3.
#89
Quote from: Tynan on August 24, 2015, 01:47:07 PM
Quote from: Cimanyd on August 24, 2015, 11:39:32 AM
I don't see why small animals shouldn't be able to haul (with reduced carrying capacity, which is already in A12).

They'd be able to haul big stones, power armor, assault rifles, etc.

The game has no notion of a 'large volume single item' for now. That's why.

I thought you were right when you posted that... but after seeing a husky hauling an elephant corpse, I don't agree anymore. It would be even more amusing to see a terrier hauling an elephant corpse, so it should be in the game for that reason alone. :D
#90
General Discussion / Re: No cats?
August 26, 2015, 12:20:41 PM
Quote from: harpo99999 on August 26, 2015, 08:03:29 AM
Quote from: Cimanyd on August 25, 2015, 11:24:35 AM
Yes... cats should have a "Humans" skill, and use it to attempt to tame humans. Tame humans can then be trained in obedience (defending the cats from enemies), release (going out to attack enemies, e.g. siegers), rescue (-ing the cats), and hauling (food to the cats).

Of course, this means colonies should start with 3 cats and 1 pet human, instead of the current starting population.
BUT ALL cats want MORE servants (humans to serve them), so 1 cat (colony master), 3 humans (colony servants), and 1 or more dogs(slaves to the servants) would be more suitable

The 3 cats can attempt to tame other humans in the area, whether the herds of normal wild humans that pass by or hang around the colony, or by rescuing incapacitated survivors of "cathunter packs". They can also buy tame humans from certain traders.

(Note: Attempting to capture and tame a wild human may cause the herd to attack you)