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Messages - josmow

#31
Quote from: Tynan on December 22, 2014, 05:29:57 PM
I can't reproduce this. Can you please write some precise repro steps? It's very hard to tell what you're saying.


sorry i wasn't that clear, basicly i had my medicine stockpile in my medical ward (the base collapsed so i deleted it.) and had the medicine "stack" on a stockpile in it, next to one of the medical beds had a  doctor do an operation and he placed the single medicine he was about to use on the patient on the stockpile tile (next to the head of the bed), moving the rest of the stack a tile above it, another pawn ran over and placed it back onto the stockpile, since it wasn't on a stockpile and there was one open. the doctor came back with the body part (which was part of a mod) and did the operation, pulling from the stack because it was where he left the single medicine for the operation.

basicly it was a bad choice for location for my stockpile in my medical ward, moving it prevented it from happening but if you have a stockpile in that location it might happen, though i have yet to attempt to reproduce it.

#32
Ideas / Re: Making children useful, in game
December 22, 2014, 10:07:28 PM
there should also be a massive "shared room" debuff when there is a child in the same bedroom, for obvious balance reasons. or shove them all in the same room i suppose, a lack of "violence" would make it so they just wander =p

or maybe i have a skewed view on children and abusing game mechanics.... either way it would be interesting to "make" colonists
#33
if you happens to leave a stack of medicine laying around in your medical ward, leave it away from a bedside, i had a pawn move the stack that was in a stockpile off the stockpile square, and place it beside it (so its now haul-able) and place the single medicine he would use for the operation on the floor, in the stockpile location, and ran off to go grab the part. another pawn runs up and replaces and stacks them neatly and all organized like. operation is done and the stack of 34 medicine i just bought disappears. (id cry for the loss of around 2k silver but i have too much anyhow) but that might be worth looking into.

* this was done with a "mod" operation, but id imagine it probably applies to all operations.
#34
Ideas / Re: Reasonable colonists
December 17, 2014, 08:01:16 AM
actually a simple solution to the firefight problem would be to disable the cleaning tasks altogether during the time "control" phase of combat. any colonists that are not drafted just cant do any cleaning things during the fight which would prevent them from attempting to clean up the combat area.
#35
Ideas / Re: Reasonable colonists
December 16, 2014, 09:51:04 AM
thats the thing, i have plenty of colonists, i just don't want them to just wander outside when someone with plenty of clothing can do the same and is available. its a tad frustrating during a huge fight to have to micro your workers while you are out trying to save them. they are truly lemmings, if each colonist had the ability to "toggle" if they were allowed to walk out during a firefight (like specific, "non useful" ones) to go fight a fire, that would be great, but having my best cook go try to put out a blaze inside the firezone is not ok. since the game knows when these things occur (preventing speed increases, for example) it would make it so that colonists would go seek shelter instead of jumping infront of your firing line to clean up some blood.
#36
Ideas / Reasonable colonists
December 16, 2014, 09:11:23 AM
A way to tell/automate your under clothed colonists to not go marching off into the winter wonderland to freeze would be great, a simple "its cold outside" button might be a bit too simple but if a colonist steps out into -20 degrees (F) and thinks *very cold* yet still trudges along without a care in the world aside from the onset of hypothermia and a (relative, i mean they are starting to freeze to death) low debuff of like -12 to their overall happiness. but a way to enable and disable this sort of thing would be useful. id rather not have a few of my colonists stuck on military duty inside the house while they could be doing other things inside. like doing my hydroponics or cooking, but instead want to go grab that one piece of metal on my 400x400 map, or clean up that piece of dirt on the floor of a cryoruin (had a thermo nearby so it claimed it -_-) same thing would appy to a battle, if you could tell your colonists to stay inside and not attempt to clean that newly applied blood splatter in your killbox, that would be great.

*i'm sure this has been said before at some point but with larger maps and temperature it became a bit more of a concern than in earlier builds*
#37
i had a colonist have the same thing, believe its from having power armor on the wrong inventory slot on a colonist on spawn, so whenever you have them attempt to equip a piece of powerarmor it adds it over the "armor" slot and ignores the previous armor that was equipped since it appears to take the same spot dusters do. as well as the armor slot.

i already posted about being able to loophole dusters onto power armor and it seems that its possible for the armor to be equipped into that slot for an attack instead of the standard armor slot.
#38
Bugs / [W|0.7.581] armor layers
October 03, 2014, 03:11:16 PM
If you attempt to equip a duster while wearing power armor it auto unequips the armor. which is understandable since the armor is large, etc. and attempting to put the power armor back on unequips the duster. so they seem to take the same equipment "slot".
however, if you have the armor vest it allows you to put on the duster, and when you put on power armor it only unequips the vest. and not the duster. I highly doubt this is intentional and is a minor bug. though the extra damage resists are nice.