Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - The-MathMog

#16
General Discussion / Re: Animal Husbandry
June 14, 2016, 02:03:32 PM
It turns quite fun actually!



But at some point, it will just say "kin", as the game can't even figure it out anymore! :D
#17
So this just happened...

I am keeping my chickens out in the fields, so I don't have to actively feed them, which would be quite costly, as I now have over 200 chickens..

But.. A siege just landed. And where did they land? RIGHT where most of my chickens were, and it was night so they were sleeping.

Which resulted in 70+ dead chickens, and the raiders wasting a triple rocket launcher on a baby chick haha!

#18
Ideas / Re: Your Cheapest Ideas
June 13, 2016, 02:59:25 AM
Something I've wanted for quite a while. 1x1 or 1x2 square tables!!

I want to provide a chair and table to my prisoners, without having to cram a 2x2 table into their cell. It ends up forcing me to make their cells larger than I want to!
#19
Ideas / Re: A few small suggestions
June 12, 2016, 01:09:34 AM
+1 for all of these! I would love the "don't harvest option".
#20
Ideas / Re: Mutations,DNA,Species,Alien Colonists
June 12, 2016, 12:53:10 AM
Not too sure about these suggestions. Some gene manipulations for the pawns could probably exist and work. As long as they don't make certain ones too good, so you always want them.

Just wanted to let you know, that "aliens" doesn't exist in this universe. All animals and humanoids all initially comes from earth, where some have been genetically manipulated.
#21
Oh right, that's a possibility too. Just has to be warm enough for that. And maybe even raiders can pick them up?
#22
This is a common issue. Right now you how no option of helping her.

Your best option is to go into the guest tab, and turn off food. That way she will die, but you won't receive a bad relation with that faction.
That, or put her in a cryosleep, until the next update! ;) 
#23
General Discussion / Re: Randy Being Randy...
June 09, 2016, 08:11:19 PM
Quote from: milon on June 08, 2016, 09:37:23 AM
Quote from: The-MathMog on June 05, 2016, 10:12:46 AM
Same with, shitting a psychic ship ...

Sounds painful.  You might want to see a doctor for that.  ;)

Yep, Randy being Randy.  ;D
Oh god, hahahaha never even saw that typo! Brilliant!
#24
Ideas / Re: Pseudo Underground Storage
June 09, 2016, 06:42:39 AM
How raiders would steal from them, as it's stated will be added in next patch, will also be a bit to work around, as it would probably work as an inventory, which means they would have to break to for the items to "spill out".
#25
Quote from: muffins on June 07, 2016, 10:07:53 AM
Easy way to kill thrumbos.

In addition to this one, the easiest way I've found to kill thrumbo's, is by simply making a zone next to them with beer. They will drink until they blackout, and if it doesn't kill them the first round, they will drink another beer immediately as they wake up, killing them and dropping their horn.

25-30 beers for 4 dead thrumbos seems a bit easy to me, but I am not sure if it's considered an exploit? Also I saw it mentioned another place, but didn't find it in this post.
#26
1. +1 to that one, that would be nice. Though also quite dangerous. I mostly just assemble all of my colony to go exterminate them.

2. I think the problem here is, that tailoring and smithing, goes under the crafting skill. So it is actually labeled correct in the bills, because that is the skill needed. But I agree, without the knowledge of what job goes under which skill can be a bit confusing.
BUT, there is a way to see most of them. Go into the "Work" tab, and hover over the work types in the top (Craft, Cook, Handle, etc), and a box will pop up, which states what jobs require those skills :)
#27
Ideas / Re: Pseudo Underground Storage
June 06, 2016, 06:39:13 PM
Quote from: Vaporisor on June 06, 2016, 05:20:35 PM
I think is okay in starting concept to have something like a cellar if programmable.  Trade beacons wouldnt read in it nor would be directly cooled.  Temperature be like bleed though a door, similar to a cellar.

Since would be "walls" The spacing would be required, perhaps 3 space between?

Advantages would be storing smaller quantity/high value items or food stuffs.  Temperature bleed much lower so in case of a power or system failure, things stay stable.  Good for food storage in that regard as store meals in cellar, they stay cool?

Cellar/coolroom giving benefits of refridgerator but not freezer if underground.
Indeed, good notes there. Yeah, having to space them by 3 is what I thought would fit too. What you mentioned makes me wonder though, does food actually decay when colonist has it in there inventory?

Quote from: Wex on June 06, 2016, 06:28:54 PM
There's actually a mod for that ("nano storage" I seem to recall)
Cool didn't know that, but I am a vanilla guy :P

And this is not nano, as in making a lot of stuff fit in a small space, but rather a way to work around the aspect of not having the z-dimension and still make it work as if there was :)
#28
General Discussion / Re: Unroofed - help
June 06, 2016, 05:12:29 PM
it's a bit hard to see in the pictures. But here is my guess. In the picture below, I've marked a place that looks unroofed. If an area is openly connected to an area that doesn't have roof over it, the whole room becomes "unroofed".

But check that spot and see if that's it.

#29
Ideas / Pseudo Underground Storage
June 06, 2016, 05:05:31 PM
Do you like me, reach a point where you have so much stuff, that a big part of your colony needs to become storage areas? Well, then I might have an idea on how to diminish that.

The basic idea is an "underground container/storage area" that the colonists can interact with, retrieving items that is inside it.
I would only occupy 1 square, that would essentially be the entrance, but be able to contain 9 stacks of items.
You would also not be able to place another one, right next to it, as that would mean the underground storage would overlap. Imagine it being a 3 by 3 square underground storage, with the entrance in the middle of it.

This way you can store more items in the same area, without actually having to add a z-level to the game.
The underground storage would either need a long building time (as I imagine it taking quite a while to dig such a hole), or be quite costly.

Another thing that could work with it, is colonists needing a few seconds to actually retrieve the items, instead of getting them instantaneously.

One issue though, is that it would be hard to know where exactly your items are, as I imagine them being stored, like carried items on a colonist, and having to look through them, would be a bit annoying.

But let me know what you guys think of this idea, if I managed to address the idea properly, as this would essentially be able to half the amount of space needed for storage, without changing too many aspects of the game. And also if you see any major issues with this?
#30
Quote from: Listy on June 06, 2016, 10:41:04 AM
Its good to see you lot working out the whole Explosive Fun Box thing, but here let me speed things up a bit:

Thanks man, veeery good info!

I will try some of this out, but I will still mostly use it as a supplement though. I'll stick to renditions of my "1 line shells", as that actually makes some of the raiders survive. It doesn't kill all of them, but enough to make the rest of them flee.
In my current colony I have cougars too, which I use to hunt down fleeing raiders, so having a door to the outside of that minefield would be great too.

Keeping the damage to the buildings to a bare minimum is also quite important for me, so that I will have to test too, for what is optimal. Probably a few rock chunks.