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Messages - Regret

#91
General Discussion / Re: Carpet<Smooth stone floors???
December 02, 2015, 03:52:56 PM
Quote from: TLHeart on December 02, 2015, 09:36:24 AM
Quote from: Regret on December 02, 2015, 05:47:20 AM
Quote from: milon on December 01, 2015, 05:07:35 AM
Quote from: Regret on November 29, 2015, 06:06:57 PM
I did read something about floors existing in 2 layers, which is why you can remove certain floors.
I haven't noticed any results of stacking though, I think only the top layer counts.

There's floor, and there's terrain. Flooring can always be pulled up to reveal the terrain, and terrain cannot be changed. Terrain only matters if there's no flooring on top of it.
Good to know, does smoothed stone count as floor or terrain?

you can remove flooring, but you can not remove smoothed stone, it is terrain.
Yep, tested it myself earlier today. So a stacking bonus would be possible, though not necessarily desirable.
Doesn't work that way at the moment AFAIK.
#92
General Discussion / Re: Carpet<Smooth stone floors???
December 02, 2015, 05:47:20 AM
Quote from: milon on December 01, 2015, 05:07:35 AM
Quote from: Regret on November 29, 2015, 06:06:57 PM
I did read something about floors existing in 2 layers, which is why you can remove certain floors.
I haven't noticed any results of stacking though, I think only the top layer counts.

There's floor, and there's terrain. Flooring can always be pulled up to reveal the terrain, and terrain cannot be changed. Terrain only matters if there's no flooring on top of it.
Good to know, does smoothed stone count as floor or terrain?
#93
Oh, you mean another colonist taking one of the jobs while they are miles away.
Yeah that is annoying as hell.

Good point.
I imagine it is hard to code though.
#94
Ideas / Re: Assigning Official Occupations
December 01, 2015, 12:52:04 AM
Quote from: Kajin on November 30, 2015, 07:04:17 PM
That sounds like a massive pain in the ass. All I want is an option to click one thing to change the priority of one job without having to mess with all of that. I don't get why that's such a big deal.
it now requires two clicks to get what you want. click the little button that gives you numbers instead of checkmarks and then click the job you want them to do. Granted, you have to do the second click once for every colonist but you don't have to do it again and again so I still don't get your complaint. its 4 clicks when starting and one more click for every extra colonist.

If you designate a cleaner this way your chosen colonist is set to do cleaning until there is nothing to clean and then he does the other jobs from left to right until there is something to clean again. As far as i can tell that is exactly what you are asking for.
#95
Quote from: malgrumm on November 29, 2015, 09:52:22 PM
oh i see! i was never taught the computing variant of the primary colors in school and the computing course i did at polytechnic west in AUS never covered it either. at least i now know that there is one for computers and one for art!

Not just computers, all light sources! Like suns, stars, and lightbulbs.

And as harpo99999 points out, you can mix and match to your hearts content.


Quote from: harpo99999 on November 30, 2015, 05:11:56 AM
when I was in school in the BC(before computers), it was the ART courses that tought the colour mixing (mostly the subtractive/pigment/reflective(cmyk)) with a little mention of the additive (for those that wanted to do things like stained glass(rgb))
Isn't stained glass subtractive as well?
Oh wait, unless you use the glass-subtracted light to make additive colors on something else. Nevermind.

Maybe this is a good summation? The colours made out of photons are additive, the colours made out of atoms and molecules are subtractive.
#96
Ideas / Re: Assigning Official Occupations
November 30, 2015, 04:49:26 PM
Quote from: Kajin on November 29, 2015, 10:52:24 PM
Except in order to do that I'd have to have to micromanage everything about what he's doing all the time. I'd rather just set him as an official cleaner and have him doing that, then going back to the normal work priority once all the cleaning is done. The idea is to set that as their official duty to bump the job to the top of automatic priority instead of turning all other jobs off or switching to manual priority. If I want this once person to do tailoring over other jobs, set their official job as a tailor. If I want them to do nothing but growing, then I set their official job as a grower. So once those tasks are done or they're unable to do anymore, they go back to doing whatever else needs doing without my having to manage it further.

It's setting manual priority of ONE job for ONE person as opposed to ALL of the jobs for ALL of the people. So much simpler if I only want one person doing one thing without interrupting everyone else or turning off everything else for that one person.

... ok, go play around with the priorities a bit more, you can actually do that. Remember, equal priorities get triggered from left to right as well, so you can actually set a very complex layered system of priorities. first all 1st priority tasks get completed from left to right, so when there is no firefighting to be done, then doctoring is done, after that being a patient, etc. etc. then all 2nd priority tasks are done from left to right, then all third priority tasks are done from left to right, then all 4th priority tasks are done from left to right, then all that is left are the forbidden tasks.

I count 17x4=68 different priority configurations to set, with as only limitation that the left to right order cannot be changed.
That still leaves a lot of possible variations.

I think i actually missed one, and don't really feel like opening the game at the moment, so please forgive me if it is actually 18.
firefighter
doctor
patient
warden
animal handler
cook
constructer
repairer
farmer
miner
smith
tailor
artist
crafter
hauler
cleaner
researcher
#97
General Discussion / Re: Carpet<Smooth stone floors???
November 30, 2015, 04:39:06 PM
Quote from: Z0MBIE2 on November 29, 2015, 06:35:35 PM
It wouldn't make sense for colonists to think that smoothed stone floor is beautiful when there's hardwood on top of it.
Ever seen a wooden floor lain on uneven floor? Looks horrible.
Besides, common sense usually has little to do with gameplay balancing.
#98
Ideas / Re: Assigning Official Occupations
November 29, 2015, 06:16:46 PM
Wah? Just use the manual mode to have one guy clean all the time.
i.e. put his cleaning to 1 and keep the rest at the default 3.

I usually have cleaning as a secondary task.
Example:
Primary task is cooking, when there is nothing to cook she cleans. Usually i set the cooking job to 'do until X', so when there is X food, the rest of the time is spent cleaning.
This does not work with all tasks, since some tasks never end.

balancing it can be hard, but you don't have to manually click every square to clean.
#99
General Discussion / Re: Carpet<Smooth stone floors???
November 29, 2015, 06:06:57 PM
I did read something about floors existing in 2 layers, which is why you can remove certain floors.
I haven't noticed any results of stacking though, I think only the top layer counts.
#100
Quote from: Alistaire on November 29, 2015, 05:03:46 AM
That's interesting because the base colours in subtractive colour models (mixing wavelength reflectors - limiting reflected wavelengths) are cyan,
magenta and yellow while the base colours in additive colour models (mixing wavelengths) are red, green and blue.
Cool, that makes so much sense!
- Screens are primary light sources, the cheapest way to make them is to make them additive.
- Most other coloured objects are reflecting light from another source, so the only way they can change their colour is by absorbing certain wavelengths, making them subtractive.

In theory you could make a subtractive screen, but it would require more power and create more heat. the refresh rate might be a problem as well.
I wonder if bio-luminescence uses an additive colour model? If it does, I propose developing living screens. If only for the awe factor.
#101
Ideas / Re: Your Cheapest Ideas
November 29, 2015, 04:27:49 PM
Quote from: giannikampa on November 29, 2015, 03:51:11 PM
Quote from: king komodo on November 28, 2015, 11:55:09 AM
Quote from: giannikampa on November 28, 2015, 06:39:22 AM
Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating

Actually that's already there click on the number not the button.

no it is not, maybe you mean we can fast sell many of the same item (like steel), i mean we should be able to fast sell dozen of different shirts, pants, etc. we made from late game huge raids.
You didn't specify you were talking about gear.
Don't blame king komodo for your inability to communicate.

Other than that, I agree, that would be nice.
#102
That is strange, for me they usually do the sowing and harvesting somewhat randomly, partially dependent on proximity, they usually stay nearby unless they spot a task with a higher priority elsewhere.
#103
Quote from: REMworlder on November 24, 2015, 08:22:18 PM
-What effect does animals eating growing plants have?
-Does the nutritional value of a plant change as it matures?


I did some testing.
Animals won't eat the plant until they are about 70 60% grown.
For partially grown haygrass they only get 10% nutrition.
They don't have a preference for harvested food  over partially grown plants, they eat whichever is closer.

Conclusion:
Keeping your animals in the field where you grow their food does not work.

I will try rotating growing/herding biodomes now.
The main benefit is removing the need to haul animal feed, so I really hope this works.

EDIT: Rotating seems to work perfectly, one sunlamp-sized area can easily feed 10 alpaca for the time it takes the other field to mature and be harvested. They did start to eat some of my newly grown plants because the plants in herding biodome got to 60% before the plants in the growing biodome get to 100%, so that requires either 3 biodomes or some extra planting. In theory, if it stabilizes, it should be possible with only 2 biodomes.

Sidenote: I love the fact that this game models biology so well it even exhibits some of the chaotic behaviour of ecosystems.

This is ridiculously effective.
My estimate of 10 per sunlamp was very low, the second area was just harvested and they only ate half of the hay in the first area. I estimate 20 alpaca per sunlamp, with this system you could effortlessly have hundreds of animals that barely take up space.
I'm seriously starting to consider getting some wargs in there as well to eat the butchered old creatures.

Results below.
INPUT:
- A couple thousand MW of constant power, so keep some extra hay or corn for feeding in case of a solar flare.
- planting and harvesting one of the biodomes every 10 days, that should take a single pawn about half a day.
- starter animals
- about 600 wood for walls
- a couple hundred steel for sunlamps and temperature control (depending on needs)
- construction work

OUTPUT:
- Animal products like wool, milk, eggs, meat, leather
- If needed you can use the meat to feed wargs. It would take a huge animal production to feed wargs sufficiently though.
#104
Quote from: Gonorejus on November 27, 2015, 11:17:52 AM
Well, the roof alone doesn't do enough damage to insta-rout them, maybe it would be enough for smaller raids, but not in this case. Besides, I just love to blow things up.
good to know, cool vid btw, i hadn't seen it before.
#105
Heh, nifty abuse of mechanics.
Are the shells really necessary though? falling roofs can do crazy damage already.