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Messages - Panzer

#151
General Discussion / Re: Question about item quality
August 16, 2016, 03:20:53 AM
Currently, there is a bug that just shows all base values when you have an item equipped. Drop it to the ground and check the values again.
As an example, I attached the different armor vest values, there is quite the notable difference.

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#152
General Discussion / Re: Pictures and Pictures
August 14, 2016, 03:06:14 PM
Haha shinzy, this is awesome ;D you make the best gifs in this forum
#153
As the guys already said, if you want to know what you colonist can or cant do, check the "incapable of" section during creation, also the skills he cant do will be marked with a minus, "-" instead of a number:




In the work tab, the skill box wont be there if the colonist cant do something:



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#154
To me it seems you get colonist-specific art on your sarcophagi, whatever the colonist did the most or a special episode of his life.
I had a nudist, the art was about him being nude, and then a hunter, same here, art about hunting.

All other non-burial art in the colony was about animal training and other stuff, nothing like the sacrophagi.
#155
General Discussion / Re: Congrats to Tynan !
August 12, 2016, 09:51:47 AM
Haha, I got one too ;D

#156
Yeah geysers for heating are great, sometimes like to heat rooms with that, heres a tribal central heating solution, works ok when theres -20 outside, still not perfect though, summer months are a problem ;D



Quote from: Tiwaz on August 07, 2016, 11:41:43 AM
About your setup of windmills. (...)

Reason why I set it up like that is in the attachments, I know they can overlap but whenever theres bog or open water I like to set them up like that.

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#157
Something I like to do, a 26x26 greenhouse with included geothermal. The heat from the geothermal helps with heating the greenhouse and lets your plants survive a day of solar flare with -30 C outside. 4 wind turbines should be enough to power it, I added the solar panel because of the smelter and some other stuff I hooked up to the greenhouse grid. It is a good idea to lay the conduits in the outer wall and only one tile on the inner wall where needed, so battery short circuits are less likely to start fires inside the greenhouse.


#158
I tried something and it worked, it seems the prisoner is still in the state of leaving despite being downed and back in his prison cell. I cleared a path to the map edge and let him flee, got the +15 relationship bonus.
#159
I got a similar issue and im pretty sure it is related to this.

It started with releasing a colonist in an area that was then closed off (busted door was replaced and sealed the prisoner in a room, dont know if the room was sealed before or after the warden let go of him, all I know is the warden was in the process of releasing him).
After that, I couldnt release the prisoner again, the option just wouldnt pop up. I tried to have him arrested to get him back in his prison cell, he got downed but I still couldnt interact with him. Managed to  get him to bed by scheduling an operation and then take him to bed.

I got a link to my savegame, where that prisoner should be taken to another operation, but the doctor cant take him and starts one job after another, console pops up shortly after loading the savegame, maybe that can help you in some way.

Too big for attachments, heres the link to my dropbox: https://www.dropbox.com/s/b547mlrwrcjn6zh/Twats%20at%20the%20Hill.zip?dl=0

I couldnt find the worldfile though, arent those needed anymore?
#160
General Discussion / Re: Crafting experience
July 03, 2016, 12:07:24 PM
Wood longswords is a good idea, use a smelter to get 50% of spent wood back. If you got leftover bionic arms, amputate an arm to slow crafting speed, xp awarded arent influenced by speed.
#161
Haha, I like it ;D
#162
Beauty is like mood, it moves slowly to where the white little triangle points. Your colonist was somewhere ugly before and then went to bed in his room. During sleep there are no mood changes etc.. so the ugly environment is still from the place where he was before. If you look at the "Beauty meter" in the colonist status window, you can see that little white arrow, and the blue bar is the actual value. The arrow is somewhere in the middle, so the bedroom is actually not ugly :)
#163
A word of warning though, your animals behave like berserk colonists, they have a "key" and dont give a shit if the door is forbidden or not :P And they bite each other when standing still.
The pulser is too tricky to use in my opinion, either have no animals, or lock them in single cells, which is a pain in the ass to do. I always have some animals around for hauling, wool, etc... and thats why I always sell pulsers should I find some.



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#164
If they re far enough from my base, I use them as an area denial tool. I make zone to exclude that part of the map and then fire a shot to get the mechs to spawn. If I get lucky a raid might spawn near the ship, and they take each other out, happened more than a few times in my games. Otherwise it is a death trap for passing visitors, they can drop quite a bit of silver over time ;D
#165
A cold map might be more interesting though, with no or limited growing, would have to get all the drops and hunt a lot. Im playing a tribal challenge right now, rough randy with only tribal clothes and weapons allowed, no power etc.. just tribal stuff :P Tried it first on a jungle map, but quickly gave up because of constant heatstrokes, tribal clothing only protects from cold, sadly.