Essentially it comes down to their mood. So if you have dirt / blood around, corpses, cramped spaces, etc. they will not like it. The social skill of your colonist will determine if he can improve their mood by talking or if it will get worse.
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#1037
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 17, 2015, 09:23:18 AMQuote from: Canute on March 17, 2015, 06:04:55 AMMining is a cool idea, actually. I like that one too!
I vote Centipede as Mining wurm instead the scyther.
Or maybe a mobile butcher cook factory. He consume corpse and produce meals out of the meat. He strips human corpses ofcourse.
Yeah i want a better way too, to cycle through your own mech's.
Do you know the Tactical computer from the Misc/MAI mod ?
You can cycle throuh your colonist,prisoner,enemy,friendly but not through your own mechs. :-(
Maybe you can do a similar function at the PAL ?
I haven't tried the tactical computer, guess I should take a look.
#1038
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 17, 2015, 04:07:18 AMQuote from: AllenWL on March 17, 2015, 03:08:55 AMNot to sound negative here, but I've been thinking about that too. Construction / deconstruction heavily relies on hauling material around, so speed is actually quite important. On the other hand, hauling multiple items requires heavy changes to how hauling actually works. For a mobile wall I find them a bit too ugly. I hadn't thought about the wheelchair, but it'd be a very, very slow wheelchair. Also I wouldn't even know where to start, for creating drivable pawns.
Maybe it can deconstruct/construct buildings? Haul multiple items? Build? Act like a mobile wall? Be a heavily armored wheelchair for my colonists?
So I am considering growing plants, because it means they can stick around the same area, it doesn't matter if they don't move very fast, and they spend their time outside, where they don't look weird because they have to go through doors. Downside: half the year you have this ugly slug sitting in the corner of your base...
Quote from: AllenWL on March 17, 2015, 03:08:55 AMWhat I usually do is zoom out on the map and look for the name, or something speeding around.
Um, one more question, but is there a easy way to find mechanoids I own? My crawler hauler is a lovely little fellow, but so hard to find. Since hunters tend to leave dead animals lying around and with drop pods and such, she's nearly always out getting things from all over, and is so hard to find when I want someone to haul those potatoes in to the fridge, and all my colonists are sleeping.
Quote from: AllenWL on March 17, 2015, 03:08:55 AMThis also would require an insane amount of tampering with how the game AI works. Mechanoids would have to predict what colonists are about to do, or colonists would have to tell them upfront. Easier would be if construction sites would generate hauling / cutting jobs, so colonists / mechanoids assigned to do those would just do them. But this is pretty much out of my control. It's a nice idea, but impractical in reality, in my opinion.
And this is just a thought, but wouldn't it be nice if you could assign a mechanoid to a colonist? The mechanoid could follow the colonist around and assist them with things [..]
#1039
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 16, 2015, 05:16:49 PM
Released Version 1.03c Preview
- Attempt at fixing various problems with savegames
- Attempt at fixing various problems with savegames
Quote from: AllenWL on March 16, 2015, 04:58:42 AMThere is no way to do it right now. I was contemplating it, but I believe it is too powerful. If you need a story why it's not possible, then it's because your colonists just spent the last hour fighting them off, suffering heavy losses, so when turning them back on they disable all use of weapons, just to be sure.
3: Is there a way to use mechanoids for hunting/draft them as soldiers? It seems somewhat odd that they can't fight at all when your reprogram them when they are essentially robotic soldiers.
Quote from: AllenWL on March 16, 2015, 04:58:42 AMI've been trying to think about an actual use for them. Since they're really slow, and I don't want to let them fight, I don't really know what there is that they could usefully do. Maybe grow plants.
4: Could we reprogram centipedes? I found it kind of off-putting that out of all the mechanoids, the one that is the hardest to kill and most dangerous is essentially the most useless one.
#1040
Mods / Re: Savegame loading error !
March 16, 2015, 11:50:40 AM
Prepare Carefully is throwing the first error, More Mechanoids the second.
There is a chance that the second is caused by the first, but it's hard to be sure.
I know for a fact that MM is doing something with PostMake, so it may be the one that clashes with Prepare Carefully.
There is a chance that the second is caused by the first, but it's hard to be sure.
I know for a fact that MM is doing something with PostMake, so it may be the one that clashes with Prepare Carefully.
#1041
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 15, 2015, 05:09:50 PM
Hm. Interesting.
I can load those save files just fine, so I guess it's a mod conflict, as usual.
In your rim world data folder there should be a log file.
Could you try load your save file, then quit the game and then send me a copy of that file? It probably has a clue to what is causing the issue.
I can load those save files just fine, so I guess it's a mod conflict, as usual.
In your rim world data folder there should be a log file.
Could you try load your save file, then quit the game and then send me a copy of that file? It probably has a clue to what is causing the issue.
#1042
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 15, 2015, 05:05:56 PMQuote from: re1wind on March 15, 2015, 12:10:54 AMbut...300 gold for a colonist is very cheap.You are also making the assumption that it will just work. But many choices, especially those that have high difficulty, you might not be able to recruit, or only with suffering more relationship penalties.
If that's not enough, I could add that if the convinced colonists are not doing well in your colony (low mood), they eventually decide to go back to their previous faction.
Not sure I really like this option, though.
#1043
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 14, 2015, 07:42:46 PMQuote from: Grogfeld on March 14, 2015, 10:31:18 AMYeah, only 600 silver, for someone expensive, close to none for someone who got properly hurt (it scales with their usefulness). But I also don't think outright war is justified, just for getting someone to join you. In reality it might even improve relationships if you have several members of their group in yours (they're probably still buddies with people from there).
Love this idea!
But (tm)...
As we see on screenshot this guy is worth how much, 300 silver? Because of comm console for that much silver you can improve relations, am I right? Maybe it should cost additional silver or even gold to? You know, as a bribe to that guest or faction.
On the other hand, it's a lot cheaper than a slaves trader.
I might be able to override how the comm console works, though. For example some sort of escalating pricing model: first relationship improvement with a faction is 300 silver, 2nd = 400, 3rd = 600, 4th = 900, 5th = 1300, etc.
Quote from: Kaballah on March 14, 2015, 10:46:53 AMI was thinking about that too, which is why I gave the mod this name. I want to allow the player to improve relationships by treating the visitors well. I won't be able to turn the game into Hotel Tycoon, but maybe you will at least be able to offer them a bed or something to eat.
I like the idea of this, but I think you should consider making it more about building amenities to actually make your colony appealing to passing visitors, if that's possible.
#1044
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
March 14, 2015, 04:13:25 AM
Awesome!
I do get some errors, though...
[attachment deleted due to age]
I do get some errors, though...
[attachment deleted due to age]
#1045
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 14, 2015, 04:08:23 AMQuote from: daft73 on March 13, 2015, 07:05:44 PMThe penalty is a fixed cost that you know upfront. If you recruit that person, this is what the relationship will suffer (once). If, through bad social skills or bad luck you anger the visitors, it costs the relationship 1 point per incident.
Interesting, question: What is the penalty, is it something that should be used rarely for the penalty is high, say 35% or so,...or is it well I can do this 5 times before they care to much. If the penalty is trivial then maybe this is too easy, or is it a calculated risk?
#1046
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 13, 2015, 11:52:07 AMQuote from: Vonholtz on March 13, 2015, 11:47:43 AMNothing you can't fix for a few silver
Hey I might as well do the pissing off and get some thing for it right. Nice one going to try it out.
#1047
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 13, 2015, 11:44:52 AMQuote from: UMK on March 13, 2015, 11:34:26 AMThat was next on the list. Some sort of "improve relationship" option. But given that factions are now a new source of colonists, it shouldn't be too easy.
Can you also give an option to slightly improve faction relationship by talking with travelers?
#1048
Mods / Re: Mod for easily getting colonists?
March 13, 2015, 11:42:13 AM
I've just released a mod that allows you to recruit visitors (Hospitality Mod).
#1049
Mods / Re: [MOD Request / Discussion] Migrants / extra recruitment options
March 13, 2015, 11:41:11 AM
I've just released a mod that allows you to recruit visitors (Hospitality Mod).
#1050
Mods / Re: [mod request] use the warden system on colony visitors
March 13, 2015, 11:39:19 AM
I've just released a mod that allows you to recruit visitors (Hospitality Mod).