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Topics - BoogieMan

#21
I assume the player shouldn't get blamed for environmental effects that are out of their control? The fallout starts, and they don't react. They just stand around and die. They could come inside if they wanted.

They even sent a new group of traders during the fallout later on.
#22
Okay I get that the hydroponic bin loses power so the lighting and watering systems fail(assuming you can't manually water it) but there is still dirt and air, yet a solar flare kills everything in less than half a day. On top of that you have crop blights. This seems like double dipping into the same penalty. Worse case it should drop the growth rate to that of outdoor plants during the power loss or less, but not outright kill everything.

After all, plants outside don't die every night there isn't rain.
#23
General Discussion / Blackout Drunk kitten... what?
December 25, 2016, 01:55:29 PM
 :o

Kitten. Passed out drunk... how?


I remember this happening unintentionally in Dwarf Fortress, due to unforeseen ingestion originating from cats cleaning themselves after getting alcohol spilled on them in taverns(or puddles on the ground) but seeing as alcohol doesn't show up on their diet how does this even happen?

LOL!  ;D

[attachment deleted by admin due to age]
#24
I read one of the new features in A16 is the ability to attack other faction's bases and even destroy the faction. This is very cool. However.. Is there, or could there be, an option for new factions to arise after a period of time so you never run out of action?

I'd imagine that unless you want it as such so you have another way of giving yourself a condition to "win" the game, you'll want the other factions around to interact with. Being able to take them out is great, but if it means there won't be any raider attacks then that is not so good. Also, if they regenerate over time it'll give you new reasons to go around and do more raiding.
#25
General Discussion / Can't make money reliably.
April 16, 2016, 11:51:01 AM
My methods of making money in past versions isn't working so well any more.

-Art
Made good money on this in older version, no I almost never see exotic traders. Tribals don't buy them.

-Plasteel Weapons
Locals are too poor to afford them, the trade ships that have passed by will buy my guns, but not my melee weapons.

-Prepared Meals
Plenty of food currently, but people and pets eat at such a rate that I can't get a stockpile built up. And they seem to really not want to haul harvested food to the freezer unless I tell them to.

-Invader Clothing
Again I am rarely seeing anyone that will buy them.


The problem to me seems to be 90% of all traders I'm getting are tribal locals who seem to have very little silver to trade even if they would buy what I want to sell. I may be wrong, but what they bring may seem to reflect your perceived wealth. The one trader that I did make good money off of selling Thrumbo horns, the next traders that came brought a lot more stuff and had more silver but still seemed to not want to buy anything that I would consider something the player would reliably be able to sell. They will buy my pets, food, and medicine most of the time but that's about it. But apparently raw food is not something anyone on this planet needs as it has virtually no trade value, when in reality I'd think food would be one of the most commonly traded commodities.

They have no interest in my produced goods otherwise. Well, I'm poor because you're poor.

Any tips?
#26
Bugs / [A13] - Pets stealing tabled food
April 14, 2016, 12:35:02 PM
I had a colonist sit down at a table with a lavish meal, and the moment it hit the table and he sat down, a passing chicken ate it. He immediately got up and got another one. Seems there is a small window when it is put on the table where it's not claimed or somesuch.
#27
I know there is an existing thread about this, but it was locked so I couldn't post this in the thread.

I would overall say it is indeed a bug. Surely the predators of that world would have learned/evolved to know what they should and should not try to eat. This is a known science, animals that have evolved to be poisonous or toxic are often avoided by most predators. Even creatures that just having bright colors (which often coincides with being poisonous) are sometimes avoided even if they aren't even poisonous themselves.

If a creature explodes when attacked, I think it would be avoided in general. Perhaps have them only attack them if there is somehow nothing else on the map that they consider more appetizing.
#28
Bugs / Family issues (age, vatgrown)
April 13, 2016, 12:39:10 PM
I had a raider show up on the map as a child of one of my colonists who is 23. Their child was 50.

This is probably a known issue, but another thing to consider is that this child was also a Vatgrown soldier. One would think any vatgrown person would have no real family. Sure you could say that they could have been the donor of some DNA or whatever, but that would assume that this is an acceptable procedure for any origin and that they know that they are biologically related.
#29
Both of my adult Husky dogs are starving, but I have plenty of kibble, veggies, chopped meat, animal corpses that are accessible.

They are restricted to home territory and food storage is naturally in that area and it only recently started. Also, their two puppies and all my other animals are fine. What's going on?
#30
Ideas / Hydroponics is *far* too ineffective.
September 10, 2015, 06:32:35 PM
I have 60 Hydroponics bays and 3 skilled growers and I can't keep a colony of 10 people and 4 dogs fed with just them alone. The growth rate and yields are so very low.

Despite such a huge investment of mining, resources, time, and electricity THAT many isn't even capable of feeding a small colony. With the *same* set up and slow hunting I was able to feed a colony of 40 before. I'm not saying I should still be able to feed 40 with that, but surely more than 10. So much steel and time, for so little. I wanted to try an ice sheet map but without hunting to supplement the food supply, it's just not even remotely feasible.
#31
I don't understand how the sleeping area is maintaining such a low temperature when all the adjoining sections are even bigger and being maintained by even fewer heaters. Including the area to the right, which is next to the entry when it's -110F outside.

Maybe the vents? They never seemed to work like you'd think, that being allowing the two joined rooms to have their temperature equalize. In hot maps, rooms that are only connected to cooling by vents are *always* a fair bit hotter, and the opposite is the case when it's cold.

There are so many heaters and it's a small area it doesn't make sense, there is no cold air being fed to the area shouldn't it warm up and be easy to maintain that temp?? Is it at all likely that mods that shouldn't do anything with temperature affect it somehow? The only mods I'm using now is Rimfire, that just adds guns, and Expanded Prosthetics and Organ Engineering.. Neither of which I imagine should affect temperature?

Even completely vanilla vents have never worked as I'd think they would. The rooms have never equalized.

EDIT: If I remove a door and connect to the rest of the open area, it immediately stabilizes at 70F. If I rebuild the door, it starts dropping again. It's behaving as if an active feed of cold air is entering it.

EDIT2: It's the vents. If I remove all the vents, the room steadily climbs up to the desired temperature. Somehow they are interacting with each other or the colder interior rooms are somehow reverse feeding their cooler air into the warmer area instead of equalizing with the more abundant heated air from outside.

[attachment deleted due to age]
#32
General Discussion / Recruit difficulty usually 90+ ??
September 07, 2015, 09:09:30 PM
I don't know if it's just me, but I've over 80% of the prisoners I've captured in my last two colonies had a recruit difficulty over 90. I don't think I've ever seen less than 78 or so since before A11.

One of my best people broke in very short order, like in the first week (ice sheet) and he had to be captured. Now I can't get him back because his difficulty is 96. Even the debug recruit cheat doesn't work on him.
#33
I'm having an issue where I cannot use hoppers.

I tried to manually order people to fill them but it said "prisoner room" but it's not nor has it ever been. The prison is enclosed elsewhere. I put a bed in the freezer and toggled it back and forth, as well as disabling my prisoner assigned beds to all colonists and the only thing that changed from that was it no longer says prisoner room, but now I just get zero interaction with them at all. If a colonist with the cooking skill happens to be holding food I can tell them to fill it and they'll drop only what they have on it and won't properly fill it. Removing and rebuilding them doesn't help.

Additionally, some of the hoppers have an acceptable quality slider, while others do not.

The only mods I'm using are for A12:
Rimfire
Teleportation
EdB Prepare Carefully/Mod Order
Extended Prosthetics and Organ Engineering
#34
Maybe this is just me being me, if so I apologize, but the way the forum appends "New" to the end of post titles makes it appear as thought it is part of the post's title with it being the same color and size and the same spacing one would use if it actually were.

Maybe some more space and a way of making it appear separate from the title would be good, so instead of:

BoogieMan's OCD whining New

we'd have

BoogieMan's OCD whining     (New)


Something like that? And again if it's just me, sorry. :) I'll manage.
#35
I've rescued 4 or 5 people that got incapacitated by pirates, healed them up, and let them go on their merry way and I don't seem to get anything for my trouble and resources (meds) spent. I guess I get to keep their dropped weapons, but you'd think you'd get a reputation boost for saving their people. So I assumed this is a bug. My rep with them at the start was 6, and it's still 6.
#36
Lightning appears to deliberately target your outdoor power lines.. I'm currently in a desert region and there are several geothermal vents scattered about that I have set up generators on with long power lines going back up to the base. Just about every storm that has lightning, the conduits are struck and the fire just climb along the lines. It happens with such precision and regularity (often in the same few spots) that it doesn't seem random at all. I added a redundant power line so two entirely separate lines have to be severed before power from the generator is lost. It reduced it, but it still happens on occasion.

I tried putting concrete flooring down over a section of lines that is usually hit and it still burns the lines under the flooring. I did discover that walls over lines will prevent the tile from catching fire though the wall still take damage. However, it's not economically feasible for the amount of line I need and the disruption to map pathfinding would be highly undesirable.

So is anyone aware of another way to protect power lines from lightning strikes, and to a lesser extent, mortar raiders? They seem to target lines as well. Is anyone aware if perhaps removing the home zone from an area will make it less likely to be targeted? Does that even play a factor for targets?

Thanks!
#37
Bugs / Cabin Fever issue
January 29, 2015, 05:24:04 PM
I'm in a particularly hot desert region in my current game, and I have roofed over a good sized section of the map and installed coolers to keep people more comfortable. It was going well for awhile, no more heatstroke. However, I noticed that a large number of my people have high levels of cabin fever. It may be "inside" but the area is huge and has quite a bit of decoration and plants.

Oddly, those of my people who actually stay inside much smaller areas, such as my cooks and medics, have the spacious interior effect.

So those that are going out in the the huge open area to do hauling and harvesting have cabin fever, and those that stay in the mined out mountain cave are happy about the spacious interior. That seems off.

As it is, I'll have to undo a lot of the areas and open it back up because heatstroke is less an issue than cabin fever.
#38
I got tired of Pirates dropping immediately on top of my base, so I decided to roof over a large-ish area. I put a lot of walls up for support and I'm fairly certain there is no place larger than 7x7 that doesn't have a support, and all exits have a door.

  What am I doing wrong? Even though there is sufficient support available, is there a max room size or something? I even went into dev mod and just spammed walls all over and it didn't help, so I reloaded.
#39
Once when I got raided by Pirates, I got a message about an allied faction sending help. They sent four people, who appeared to be heading to my base. However, they encountered the pirates about half way there but ignored them and continued for my base. They didn't defend themselves or shoot back - they just mindlessly walked into the horde and got mowed down.
#40
.... And most of them are going to get left behind. There is no way I'm going to get 21,500 steel (let alone the uranium) just for cryosleep caskets. I've mined my mountains clean, and traders are virtually non existent. Maybe I could get most of them by scrapping basically the entire colony, but I think everyone would starve or die from the massive raider attacks before a ship that big would be finished.

I am sure it's very uncommon to get a colony this big (I have a few people with very high social skill) but it got me thinking.. It would be interesting if the colonists knew that only some of them would be able to fit on the ship. In reality, I imagine people would be freaking out, killing each other and trying to do anything to ensure themselves a way out. I imagine the chances are good that more than half of those people that are going to get left behind would not so dutifully help build the ship that's going to abandon them.

Do you think it would be worth it to for the game to realize this and act on it in some fashion, or are colonies this big exceedingly rare that it's not worth it?

EDIT: Upon further investigation, it looks like this week long game I've been playing is going to be basically impossible to finish without cheating. I almost never see trade ships any more so I can't get enough uranium for more than 1 or 2 cryosleep caskets. :(