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Messages - Aarkreinsil

#91
He might have a trait that conflicts with others. Like teetotaler vs chemical interest. Not much you can do there.

Check their relationships, if there is no fixed relationship malus, try giving him and some other, compatible people some dedicated joy time, and put all of the beer and joy stuff in one room so they will talk each day while having their scheduled break.

Also check for any facial injuries. I heard that someone with a messed up face or missing ears etc. gets a social interaction penalty, so maybe try and fix that somehow before sending your people to make out with one another xD
#92
You're right in that pistols and slow, long-range weapons like survival/sniper rifles are crap indoors and when kiting.
Try assault rifles or other low-warmup weapons, so you can kite the bugs more easily.

Other than that, using turrets as some kind of land-mine is a good strategy IF you have the resources. The bugs will kill the turrets and won't run away from the resulting explosion.

Now the biggest problem is, if your bugs spawn right around your colonists, in a hospital or a bedroom, and immediately incap one of your guys. That makes using grenades and fire almost impossible if you don't wanna kill the guy/gal in question.

Just remember that you don't need cover when fighting bugs, since they wont shoot back. Just hold open all doors and try luring them outside with one guy who pulls their aggro. Outside you can also use your long-range weapons more effectively. Then kite and destroy them. It's incredibly micromanagement-heavy, but since bugs don't finish off your downed people, they're usually not that dangerous.

Also beware that they can and will break walls and doors sometimes, so don't count on them staying where they are.
#93
My biggest problem with components is, that there seems to be a limit on how much you can actually build now.

Now let me elaborate a bit on that.
I never had an issue with components so far, mostly because I always buy ALL of them, because I only play on mountainous maps (I think if you're playing flat, you're completely screwed now), and because I usually get a truckload of mechanites to disassemble.
Also I immediately rush for component production ASAP, but that's a different story.

So, I got a pretty big base in the tundra, needing a ridiculous amount of heaters, indoor sun-lamp grow areas and over a dozen wind turbines to keep all of that going. The new cooling effect of overhead mountains doesn't really help with heating that, either.
But now I'm at a point where I get like 3-5 breakdowns each day, and am constantly lacking components, only because I have so many component-filled structures around.

Given that there is a fixed amount of metal coming in, mostly in the form of slag from drop pods, mechanite bodies and maybe dropped weapons and armor that I could smelt in, there is a limit to how many technological things I can keep running at any given time.

I didn't even factor in the decay of armor, since I can usually just salvage some from downed pirates, but still. I need components for firefoam poppers, because I get an electrical explosion every other day. And with a base that drains more than 11.000 watt, I need a lot of stored energy. Rebuilding those poppers all the time is a top priority, so it can get a bit micromanagement-heavy.

So eventually you will hit a certain equilibrium where you are constantly spending all your components just to maintain your current setup, which is funny considering that I'm sitting on a stockpile of like 500+1000 plasteel by now, but have no components or metal to speak of. I also haven't had a ship part crashing down in over a year, and the map is mostly mined dry, so I spend all of my time smelting down trash and turning all my steel into components just to keep things running.
#94
Quote from: Mikhail Reign on April 15, 2016, 10:58:07 AM
Isn't there some kind of rng roll when a pawn is downed to determine if they die? I've seen a pawn die of a leg scratch that didn't draw blood, n when I commented on the boards about it, someone told me something along those lines.

I don't quite get it, though. Now that we have prison breaks, and given that it's actually rather hard to recruit, equip/outfit and even MAKE USE of new people, I don't really see the reason for this limitation. Especially with friendly factions, since arresting one of them immediately turns them hostile anyway, thus being a ridiculously huge tradeoff for using them as a source of recruits.

Even the body part harvesting has been nerfed quite thoroughly with the immense, colony-wide mood and relationship debuffs and failing surgeries.

It really comes down to this:
If a pawn receives lethal damage = 100% dead
If a pawn goes down due to pain or a leg being shot off = Some kind of RNG (storyteller?) decides

Try ramping up the minimum and maximum desired population limits for your storyteller and see what happens to the ratio of incapped vs killed people.
#95
Quote from: totos_totidis on April 15, 2016, 09:04:06 AM
My guests for some reason have no guest tab. How can i fix that.

Usually they go to a fixed location in your base, which they mark with a guest flag. Only THEN will their guest tab appear.
#96
This just happened to me with a friendly trader that went berserk. I just sent in a few people to punch the gal in question until she would pass out from the pain (that's what I always do with berserking people and it had never killed anyone before).

Now the allied lady suddenly died, with all her body parts intact and like 5 bruises spread out across her entire body, immediately making her faction hostile to me. Are there any rules for this?
#97
General Discussion / Re: Nonsensical Sieges
April 15, 2016, 10:21:15 AM
Have you taken a look at your colony wealth in the history tab?

Make sure not to grab any AI cores that you might get from a downed psychic ship. As long as an item is forbidden and not within one of your home zones, it doesn't count to your wealth afaik.

So pulling extremely high value items into your storage is a big no-no, if you want to keep things sane.
Sometimes even the tribals come along with a masterwork golden spear that's worth like 10 grand, and you don't even notice it until the pirates lay siege to you for having such booty in store.

If you need money, you could actually try and slaughter fallen humans. Human leather is surprisingly valuable. Even if your butcher ends up having a mental break, they will lose all their negative thoughts about the cannibal slaughterfest upon coming out of their psychosis. xD
Then again all items that would give you a lot of cash via trading will make your colony a big target for raiders. Fabricating clothes, high-value meals, or even statues would be good ways of raking in some dough.

With the new vanilla weaponsmithing you should also try and get a sniper rifle asap. That way you can just snipe their base camp when they're sleeping or otherwise occupied. Assault rifles also work nicely when setting up ambushes around a siege camp, since their range is so high.
Or just go out at night and lob a few frags at the sleeping pirates.

Still, I haven't had an issue with a siege since A10 or so. The bug hive infestations and those orbital drop attacks that break right through your constructed building roofs are usually a much bigger threat.

#98
I found that mental breaks actually delete most, if not all of the negative thoughts that someone has. For example the "I butchered humanlike" or "Sold prisoner into slavery" etc. are gone after a break, even though they should have stayed for another week or so.

So yeah, using high quality leather chairs around your dining table, and high quality beds for maximum comfort go a looooong way in keeping people happy. Always use your best construction dude to actually build furniture, just in case. And you don't even have to bury the corpses, just put them behind a wall where no one can see them.
#99
Getting infestations in your hospital or bedroom is horrendous, there is literally no time to react.
Fire also gets out of hand really quickly indoors, especially since the entire interior heats up to 1000°C+.
I used to build some turrets, but their friendly fire can be even more dangerous than the bugs you're fighting.

While not quie as dangerous, they're at least as annoying as a group of grenade/molotov/melee pirates orbital dropping right through your constructed roof and wrecking everything. It just sucks that there's no good way of preparing yourself for that, because you never know where it'll hit you.

I tried burning them out by heating up the place to 60-70°C, which they didn't care about, and I went down to as far as -49C° without any effects. Has anyone tried using some kind of steel deadfall trap or IED setup yet?
#100
I'm using 0.13.1135, together with Expanded Prosthetics and Organ Engineering and Edge Technologies.

The issue with traders not eating only happens with a tribal faction. The Outlander Town traders only eat the stuff I sell them, but that's still better than nothing.

It's almost impossible to not get a reputation hit nowadays, even when they are at like 60-70% happiness, they "Didn't enjoy their stay", and sometimes I even get the blame for them being brawlers with ranged weapons. The best I can pull off now is "Acknowledge your hospitality" with no relationship bonus.
When I started the game, I didn't even give my guests any beds to sleep in, yet the hospitality bar was at 90% all the time.

One day I had a weird bug where said tribals visited me, and upon getting up the next day, I got spammed with "They didn't enjoy their stay" (roughly 5 times per second), and they immediately turned hostile.

After killing most of the visitors, the remaining survivors fled, "Acknowledged" my "Hospitality" and put their faction back into a non-hostile state.

Just before that happened, I updated the mod and made sure to keep it at the top of the load order, so I don't quite know what the issue might be.
#101
I have a problem with visiting traders refusing to eat anything (they won't pick up food nor eat the food from their inventory), then they get pissed off and leave, giving me a reputation hit.

Some of them even go beserk from the starvation and when trying to knock them unconscious, they die on the spot despite having no critical injuries, which makes diplomacy even harder.
Also my guests ALWAYS get a -5 "Shared Bedroom" malus, even if I put all guest beds in their own rooms.
#102
General Discussion / Re: Clothes Drops suck!
April 29, 2015, 12:44:12 PM
What kinda sucks is the fact that the worn-out clothes litter your entire base XD
It takes a while for them to decompose, they take up a huge amount of space and it's kinda annoying to sell them to traders. But then again I can't stop STRIPPING ALL THE CORPSESâ,,¢ because it's getting quite hard to filter out the good stuff in the bigger raids.
#103
Quote from: rexx1888 on April 28, 2015, 06:13:21 AM

thats hella rude dude :(

its not what you've said, but the way you've said it. It drives me spare when people offhand things like "such an such is garbage code" when for all you know it took a lot of effort to code or to draw those vents or what have you. try to remember developers are people too eh.

I didn't mention the quality of the code, just that they are useless because they don't really equalize temperature all that well and still offer a quite high resistance to airflow/temperature changes. And they're ugly mostly because you have to smash your walls in and wedge vents in there. The heatredist vents don't look that much different but at least you can place them INSIDE the rooms and don't have to build your base around them.
#104
General Discussion / Re: Solution for killboxes??
April 29, 2015, 12:35:16 PM
You know what would be funny? If besiegers would build their own killboxes xD
Like wall themselves in and spam turrets, and as soon as you break their wall in any point, you get hammered by turrets and pirates.

Good ol trench warfare, I tell you
#105
Mods / Re: Request: Pantry Raiders.
April 27, 2015, 10:28:41 PM
Panty Raidersâ,,¢
Just like the underpants gnomes, they'll orbital drop into your base and steal all your pants D:

Slavers would be a creepy addition. Just a bunch of people with personal shields and power armor, wielding stun batons/tazers to stun and capture your peeps.