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Messages - MultiDavid

#61
Ideas / Re: Mortars tweaks
September 08, 2015, 10:15:44 AM
Is it 50 seconds ? Im not sure about this, but i think it was 30.

Otherwise, yeah, mortars are not usefull until very late on when the tribal numbers are too damn high and its nigh impossible to miss.
#62
General Discussion / Re: Deer/ewe wont breed
September 08, 2015, 09:57:25 AM
Quote from: TLHeart on September 07, 2015, 10:47:37 AM
I have to wonder, can not find it in the xml files, did tynan program in mating seasons?

Many many animals only mate once a year. 

I ponder this as my muffalo herd, 2males, 6 females, had not produced any offspring for over a year in game.... then come early spring, all my females were pregnant withing days of each other.

Now that may explain it for some animals, it is entirely possible some animals might only breed in a certain season.
#63
Quote from: dismar on September 07, 2015, 09:56:13 PM
hey Rikiki i've having a weird issue with your fish hydroponics, where if i set the fish to "do forever" my fishing pawn keeps run back and forth grabbing a fish and reset the hydroponics. Maybe its just my cracked up game but might be a bug :P

Put only 1 at a time, what it does is it resets the fish hp and progress timers, only queue up one at a time :)
#64
Stories / Re: Alcoholic Terriers?!?!
September 07, 2015, 07:03:11 PM
Quote from: highlander345 on September 07, 2015, 06:59:53 PM
So I've just reached winter and have just been stockpiling booze to keep my colonists going through the Cold months, and well, one of my terriers got drunk on my booze and died of it, I've been in a mix of shock that one of my dogs died and trying not to laugh that it can drink my alcohol. still wondering if its a design feature or just an oversight.
Have any of you guys had any similar experiences?

There is somebody on the forums who had a drunk boomalope who basically exploded in his base i believe.
#65
Quote from: Vault101 on September 07, 2015, 05:11:44 PM
Is there a table somewhere for pregnancy and time till adulthood times?

Yes there is, check in the animal statistics in the first post :)
#66
Ideas / Re: Artificial Intelligences
September 06, 2015, 11:30:59 PM
Quote from: luxaster on September 06, 2015, 11:20:36 PM
I have to disagree on mechanoids always being evil, but I dislike "always chaotic evil" things. I like the base management ideas a lot.

Also it could maybe allow a new victory condition? Instead of taking off in a ship you could work to establish transcendence with the AI. Though I imagine that would be a bit unrealistic considering how transcendence works in the lore.

I'd also love to see more events based in AIs that aren't evil. Like what if you get a ship part that falls and its not an evil AI but instead a nice AI that wants you to build it a body? Or maybe something with a psychic colonists, seeing as psychic powers seem to be connected to AIs in this universe.

Yeah, it could be fun to have 2 types of mechanoid factions, a good one and a bad one.
#67
General Discussion / Re: Deer/ewe wont breed
September 06, 2015, 05:25:24 PM
Quote from: Z0MBIE2 on September 06, 2015, 05:22:32 PM
Actually that happens pretty much for me multidad. I had both females give birth basically on the same day, dem alpacas. And this is just from having a farm, not even roofed so no lamps.

MultiDad ? Im too young for that :P
#68
Quote from: Louisthebadassrimworlder on September 06, 2015, 05:06:18 PM
As I have said on Page 5, it is because of their size. It would be unrealistic to have a small-ish monkey hauling debris from a huge mountain! And fixing it so the monkey can only carry basic small stuff would just be awkward.

Tell that to the husky carrying an elephant.
#69
General Discussion / Re: Deer/ewe wont breed
September 06, 2015, 04:34:11 PM
Quote from: Z0MBIE2 on September 06, 2015, 04:13:43 PM
Or they just did it randomly, as that's how it is currently.

Then it was an amazing concidence both females i had got pregnant in the same day :P
#70
General Discussion / Re: Deer/ewe wont breed
September 06, 2015, 04:09:54 PM
Quote from: Z0MBIE2 on September 06, 2015, 04:05:02 PM
Animals only show pregnant after halfway through it, so if it happened right after they were pregnant beforehand.

Interesting, meant i did something else to have my animals get in the mood...
#71
General Discussion / Re: Deer/ewe wont breed
September 06, 2015, 03:44:38 PM
Quote from: Z0MBIE2 on September 06, 2015, 03:22:18 PM
The lights don't effect it.

You are wrong, while i haven't gone in-depth testing with the lights, as soon as i swapped normal lights for red lights in my animal place they bred, and im never that lucky.
#72
Ideas / Pregnancy Day Counter
September 06, 2015, 03:06:56 PM
This is rather simple, basically, the addition of a pregnancy counter next to the pregnancy tab in health, it wouldn't tell you how close it was, it would just tell you how many days after the animal got pregnant.
#73
General Discussion / Re: Deer/ewe wont breed
September 06, 2015, 02:56:09 PM
Quote from: Topper on September 06, 2015, 02:53:57 PM
There may be a breeding bug. I've had a pair of boars, chinchillas and huskies since the start of my fort and none have done the sexing.

Try red light on an enclosed space with the beds next to eachother, it got my animals on the mood.
#74
General Discussion / Re: Base design
September 05, 2015, 11:31:41 PM
Quote from: Stone_enderman on September 05, 2015, 11:28:35 PM
Quote from: akiceabear on September 05, 2015, 11:20:31 PM
Nice topic. I know there are some older threads with base photos, but I think its nice to share how people are doing things today, given each alpha changes things up a bit...

I have a few conventions I follow...

  • Bedrooms are 2x1, 5x5 or 7x7
  • Most other rooms are 11x11 - I like the size, feels uncrowded
  • Most rooms have odd-number dimensions - I like to center my doors on walls
  • Hallways are 2 wide
  • While I don't killbox super heavily (rarely use more than a few turrets), I'll make a few unconnected perimeter walls to funnel tribals to a few chokepoints that have sandbags.
Sounds a lot like what I do... The only big differnce is I have smaller colonist rooms but everything else is big. The rooms for the colonist are small since they are only in them to sleep... I was also think about making a hall way to my kitchen freezer combo im case of warts but it would split my base into 3/4 on top and 1/4 on the bottom

Yo stone enderman, on the poll there is ''underground'' that doesn't make much sense xD
#75
General Discussion / Re: Base design
September 05, 2015, 11:16:03 PM
Hmmm, base designs, i guess there are those which have a building for everything, and those which only have the necessaries, i personally have a fridge room carved in a mountain side, and a spacious room for all of my colonist and medical beds, my animal pasture is to the right, where i keep a small fridge inside it stocked with vegetables, the research table, comms console and cooking/butchering thingies are on the outside, since i normally don't fear them blowing up completely. I am situated in such a way on the map that i just need a row of sandbags/turrets on the south of my base to keep raider wannabes away.

My design is basically as lazy as it can get, but it does get the job done :3