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Messages - Chibiabos

#16
Ideas / Re: The way that grass grows sucks
December 10, 2017, 08:43:11 PM
I like the idea of making a QoL improvement even more interesting.  Tynan's known about the grass re-seeding problem for awhile (I know I reported it several alphas ago, some maps became unplayable after winter or toxic fallout would eradicate grass in the core, but terrain wouldn't allow grass to re-propagate from the borders to the interior).  I made my suggestion thinking maybe if it were incorporated into a system that also made gameplay more interesting/challenging, that might help mitigate reasons for not implementing a fix.
#17
Mods / B18-compatible Hydroponics mods?
December 10, 2017, 08:39:17 PM
I know there have been some good hydroponics mods that allow different-sized hydroponics tables and/or self-lit hydroponics tables that don't require a separate sunlamp, but I did a search on Steam, found like 5 or 6 such mods, but not a single one had been updated to B18. :/

So what B18-compatible mods are out there that allow different-sized hydroponics tables, or have their own sunlamp built in?

Thanks.
#18
Ideas / Re: The way that grass grows sucks
December 10, 2017, 05:24:45 PM
Maybe have a seasonal event each spring, pollen clouds, causes grass and plants to start growing on random patches of barren soil (but could maybe have a downside of, say, giving colonists bouts of allergy fits that make them temporarily slightly ill).
#19
I don't really see what makes you think that's what Tynan thinks.  He has added quite a bit to make the game world a bigger place, earlier alphas didn't have travelling, establishing additional colonies, etc.
#20
Outdated / Re: [B18] While You're Up
December 09, 2017, 04:29:50 AM
Any chances this could be more generalized?  I will sometimes overbuild beyond, say, my available stock of stone blocks and will de-construct a pre-built structure and floor, but the problem is my builders will go out (after exhausting all the current blocks), deconstruct one block from the pre-built building, then decide "Oh! I have four more blocks I can build with!" and walk alllllll the waaaaaaay over to the building blueprint, build that one block, be out of blocks again and repeat.

It would be a great QoL improvement if, instead of this, they'd deconstruct all the blocks at that prebuilt building before going back to put them into building the blueprint.
#21
General Discussion / Re: Dealing with Toxic Fallout
December 03, 2017, 01:52:14 PM
You do NOT need full greenhouses.  You DO need to set up roofed farming quickly -- you just need pillars to support a roof over your crops, the roof to protect the crops from the fallout (you just need a roof to protect against toxic fallout, its fine to be outdoors -- so long as its under a roof) and a sunlamp.  You ONLY need greenhouses if the temperature gets too cold.
#22
More comfortable beds help with patient moods.  Patients can get bad mood debuffs when stuck healing in bed for a long time, so its generally good to make them as comfortable as possible even if it doesn't directly help them build immunity or heal faster.
#23
General Discussion / Re: Dealing with Toxic Fallout
December 02, 2017, 09:10:30 PM
When Toxic Fallout first hits, hunt every last animal you can.  All the wildlife will die, and the corpses will rot MUCH faster than usual, so might as well claim the meat.  As others mentioned, build greenhouses ... but if you set up your settlement in a tropical lattitude that doesn't freeze, you can actually just get away with building some pillars to support a roof over your crops and sunlamps without having to wall them in nor build heaters to form a greenhouse.

When wild animals die, focus everyone on hauling the animal corpses to your freezer, get them in as fast as you can due to their rotting fast (and not wanting your colonists to get too much exposure to the toxins).

You can also do this over large grassy areas to maintain forageable grasses for your grazers (you don't have to grow hay).  It isn't just your crops that won't grow, grass won't grow out in the open, either.  Believe it or not, it used to be work ... Toxic fallout used to kill every last tree and grass, now it isn't quite that hard.

Use allowed zones to restrict your colonists and animals to roofed areas.  That's essential.
#24
Yeah, sorry, was supposed to be taming vs training
#25
IIRC, someone figured out that in vanilla, for some reason, Stonecutting speed is now determined by Construction skill, though it doesn't give XP.
#26
There are a lot of situations where I want to try to tame dangerous wild animals for my colony, but only want my best handler to attempt this; at the same time I have a lot of colony animals I want to train.  Failing at taming a wild animal is likely to result in serious injury, so I only want my best handler to make the attempt, but training colony animals is more manpower-intensive, and good for training up my colonists, but unfortunately there's only one 'Handle' category for assigning jobs.

If taming vs training animals were separate, this would be simpler to manage.
#27
Quote from: Snafu_RW on November 24, 2017, 08:15:51 PM
I'm fine with local temperatures having an effect on /local/ plant/wildlife, but extreme temp shifts in the above scenario make little sense IMO.

IRL, cold snaps have struck tropical environments, like Florida and, yeah, has done tremendous crop damage when it does.
#28
Ideas / Re: Cannibalism drawbacks
November 26, 2017, 08:59:36 PM
Quote from: asanbr on November 26, 2017, 04:35:38 PM
There is a global mood debuff for butchering people. Everyone except psychopaths and cannibals suffer from it afaik.

Its manageable with a little beer, smokeleaf, ambrosia or pekoe, except for the cooks whom actually butcher the corpses, for whom the debuff stacks.  Butchering 5, 10 or more raiders stacks heavily.  Great to have a psychopath whom can at least cook (doesn't need to be a great cook, just need them to butcher humanoid corpses, need to micromanage to not have a non-psychopath butcher humanlike).
#29
Quote from: dkmoo on November 24, 2017, 12:14:01 PM
Not quite true - solar/wind I know comes from the energy from sun/wind, which since the game doesn't quantify, i can make the assumption that it maintains the First Law. In my set up, however, we have a closed system in which the only input comes from the light from sun lamp, heat from the heaters and power from the hydroponics. There isn't anything else outside of the perspective.

You completely missed his point that it requires an input of time from the pawns to harvest the rice, generate chemfuel and feed the generators.  That's time not crafting, researching or doing anything else.  I think most players find pawn time to be a precious, limited resource.
#30
Quote from: Kirby23590 on November 24, 2017, 10:40:57 AM
You might want to get and research hydroponics and build a room for it in a volcanic winter ASAP. Make sure your hydroponics room is warm and put a few heaters in there but two or maybe three heaters should be enough.

If you have any animals like let's say two pigs or tamed wild boars that's a male and a female. You can wait for the mother pig/boar give birth to babies and slaughter them for meat. They might starve but food from the hydroponics should keep them feed if they are omnivores or herbivorous if they are not wargs ( meat eaters only )

i hope it was helpful.

I'm a long way from having hydroponics.

Fortunately, you just sent me a pack of manhunter Yorkies.  Korean barbeque soon.