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Messages - SteveAdamo

#31
Bugs / Re: Odd trait combos
November 05, 2013, 06:47:57 PM
yeah, i wager once the trait system actually does something, these sorts of things will be sorted out... ;)
#32
Bugs / Re: Unable to play game.
November 05, 2013, 06:47:02 PM
so you get the main menu, but clicking "new colony" does what? just leaves you on the screen? no error, nothing at all of note?
#33
Bugs / Re: No power, fixed after reload
November 05, 2013, 04:06:04 PM
if you still have that save game (where the power off/on during the electrical storm can be replicated) feel free to attach it... :)
#34
Quote from: Cassey on November 05, 2013, 02:18:11 PM
I don't like the Sun Lamps - they burn way too often, but regular lights can't hurt!

definitely dont use the sun lamps... they are power hogs... ;)

and as pendryn mentioned, carpet their bedrooms, and update the other walkways as well... makes a difference! :)
#35
Quote from: Cassey on November 05, 2013, 12:39:48 PM
No lights though, will add some when I rework the bedrooms.  Guessing eating at the table qualifies as social interaction.

definitely add lights, both in their bedrooms, and in exterior areas, in the event they do some work at night (you will definitely see one of their negatives as "afraid of the dark", or something along those lines... ;)

and yes, if you build them some tables / chairs, they can sit together, which im sure increases the chance of social interactions...
#36
Bugs / Re: New Colony button not working in Linux 0.0.250
November 05, 2013, 12:41:15 PM
Quote from: enystrom8734 on November 05, 2013, 11:42:16 AM
On that note, should we open a Known Issues thread?

oh, absolutely... will be a huge benefit to folks... :)
#37
Bugs / Re: Capturing Pirate
November 05, 2013, 11:47:26 AM
Quote from: Cassey on November 05, 2013, 11:40:10 AM
(and you gave me another thought - wondering if I excavate the hillside my current game is in and build walls if the house will get a roof, and stop having all those rain caused shorts!)

yes, housing your equipment either within an excavated room, or under a constructed roof will prevent those short circuits from spreading like... well, like fire... ;)
#38
excellent guide Cassey!

i've taken the liberty of posting another from one of the folks on the KS campaign (Gavin):

Quote
Growing areas are terrain-dependent and do not feed many people. One to three will get you going, then switch over to hydroponics with sun lamps indoors. Dedicate one colonist to ONLY growing (he/she will get really good at it!); expand as needed.

Place your colony with your back against a rock wall and give yourself plenty of lead distance. Dig your buildings into the rock, line your front yard with solar collectors, and place turrets beyond them. Keep most of your batteries inside with you; build a small building for a few batteries near turrets.
Build multiple power lines for redundancy. Rampant fires can cut off your flow! Also, metal wall is barrier + protection + power line. Use it!

Turn off the com station when it is not in use. That sucker burns 200W! Also, do not sweat it when a ship enters com range - you have about a day to respond and do business.
Watch the approach vectors of raiders and place a line of turrets perpendicular to them, two tiles between each (to protect against explosives). Put sandbags directly in front of turrets: they generally last 2-3 times as long this way.

Cross-train multiple colonists in construction/repair and mining. This can save your bacon if/when someone dies! (I lost my best and ONLY miner in a roof collapse - learned this the hard way.)
People in the game are sensitive to "cramped quarters" and "ugly environments", even prisoners. Everyone stays MUCH happier if their beds are not touching any walls, their rooms are at least 4x6 (maybe smaller - more testing to do), they have a light source, and the flooring is carpet (can be dirt or metal plating for prisoners).

Also, when building/placing ANYTHING inside a room, place it at least one tile away from the wall! Just trust me.

When performing a large task, like mining out space in the rock wall, assign a bunch of colonists to it, even if they suck at that task. Getting a project done in a day is worth the reduced effectiveness in other areas.

When it comes to prisoners, definitely avoid beating them and executing them. You will absolutely KILL the morale of mild-mannered colonists if you do either of these things. If you find a prisoner that you simply do not want in your colony (such as anyone who will not do manual labor or has zero social) just keep them and see if you can sell them to the next slave ship.
Most profitable configuration I have found so far is to farm the heck out of hydroponics, sell the food to traders, and use that money to buy needed supplies and stay alive. (You can completely ignore farm traders when doing this.)
#39
General Discussion / Re: Post Your Base
November 05, 2013, 10:40:04 AM
Quote from: thestalkinghead on November 05, 2013, 10:17:57 AM
Quote from: SteveAdamo on November 05, 2013, 09:03:24 AM
no, no roof and no door (so i can use the solar panels) , just a big blasting corridor and a small corridor to bunch them up

ahh, i for some reason i initially thought the left and right portions were sectioned off... i see now its an even larger open space, that of course houses your solar array... very cool! :)
#40
Bugs / Re: Pathfinding Bug?
November 05, 2013, 10:35:28 AM
was there any greenery on the floor (in the hallway portion)? lamps or potted plants that could have possibly impeeded the path?
#41
Bugs / Re: Game started without free pistol
November 05, 2013, 09:33:22 AM
Quote from: CosmicKobal on November 05, 2013, 09:07:36 AM
unfortunately though, I even did a search for appdata and didn't find any results

what OS are you on? if you click start, and in the search box (or click run) type in %appdata% ... you should hopefully see the "roaming" folder appear...
#42
General Discussion / Re: Post Your Base
November 05, 2013, 09:03:24 AM
Quote from: thestalkinghead on November 05, 2013, 03:35:40 AM
I'm not sure it there is already a topic like this, but post screenshots of your base here:

very impressive! :)

im assuming that massive area up front isnt considered a room? its not roofed, correct? i only ask, as i dont see any support columns...
#43
Bugs / Re: Capturing Pirate
November 05, 2013, 08:56:06 AM
Quote from: British on November 05, 2013, 05:59:28 AM
Did you happen to build your walls *after* building all the beds ?

excellent question...
#44
Bugs / Re: Random event bugs after 4th Cycle
November 05, 2013, 08:54:29 AM
there may be an issue with trade notifications / and playing at increased speed settings...

we have a discussion on the testers forum, and i'm not quite sure if we've ironed out what (if any) the problem might be...
#45
Bugs / Re: Prison/Prisoner bug.
November 05, 2013, 08:51:28 AM
it just sounds like the logic applied to a prisoner (to escape at any opportunity) is failing to check for the blocked path beyond the confines of his cell... and the notification is being spammed as the unit continues to try (and fails) to escape...

probably a pretty simply update for Tynan... good catch though!