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Messages - tommytom

#256
Ideas / Re: Your Cheapest Ideas
February 20, 2015, 02:14:15 PM
Quote from: TigerPantzzz on February 20, 2015, 01:21:05 PM
It would be nice to have access rights to doors. I can't seem to drop held keys and my alcoholic keeps getting into the beer reserve - she needs to lose key privileges to the storage door.
Hahahaha. I think that breaks the purpose of the trait slightly, but still hilarious.
#257
Quote from: loc978 on February 20, 2015, 01:07:13 PM
When you have an MRE for breakfast despite having fridge full of hash browns. Also, you paint the MRE yellow.
Now where's my yellow paint..?
Good one. lol
#258
General Discussion / Re: Binge drinking and starvation.
February 20, 2015, 01:51:20 PM
I'd like to think it's intended, but starving from a single binge is insane. Food would have to be reworked to be eaten daily to stay healthy and eat once a week to stay alive with malnutrition (random unconsciousness, slowed movement, etc).
#259
General Discussion / Re: Strange Eating Behaviour
February 20, 2015, 01:46:30 PM
As said, better to have only one door separation (just to keep cold air in fridge/freezer). I generally keep my dining hall open area with everything else so it gets "spacious" and every colonist goes in that area once a day, so there is no point in making it hard to get to.

I'd suggest something like this (forgive the terrible quick mspaint work):


This preserves the "airlock", has only one door between the freezer/fridge and eating area, and preserves the sidewalk. Albeit, I bit uglier.

The only reason left, due to pathing, would be the door between the kitchen and fridge. Maybe only put a door on the left side into the hallway and force him to go in the hallway and around into the fridge. His pathing optimisation will not matter that much compared to 100% of your colonists making a daily trip.
#260
General Discussion / Re: Wind Turbines
February 20, 2015, 01:15:49 PM
IMO, they aren't all that useful. Only as an additive power support for eclipses.
Panels give more stable power but you are screwed over by an eclipse even with batteries.

They don't take as much space as a solar panel (mind you, you have to clear blocks and trees, but stockpiles/etc are fine) and can generate energy during the night and eclipses.

The goal was to prevent people from ONLY making wind turbines and that goal was achieved. I think it's a bit much, but you also get a huge boost at times. Pretty sure they make more energy than solar panels. Rely heavily on batteries and RNG... that's if you use JUST them.

I have personally experience the wrath of jungle biomes with windmills and they are nigh impossible to use. The tree just grow back way too fast. I literally clear cut an area, seen more sprouts, cut those, then seen sprouts pop up as I was cutting the original ones down. Would require making flooring to fix that problem and not really worth it with geo genies and solar panels. Only viable (somewhat) with a map with no geysers, too little of them, or extreme power requirements. I don't even know if that is true though. Though they take up less space themselves, you would need to find a use for the space between them (stockpiles, farms?, etc) and their average output may be less power per tile compared to solar.
#261
Quote from: Vonholtz on February 19, 2015, 09:50:44 PM
When you started painting colored square on the ground and setting your stuff in them by type.  ;D
Oh my. You really have it bad.
#262
Bugs / Re: [Mac 0.9722] Black screen on start
February 19, 2015, 08:54:55 PM
I dunno about mac, but if you hit alt+enter, you can enter windowed mode. I don't see a config option to do this, so I think it always starts in fullscreen?

Try that and see if it at least will go into windowed mode. If not, either doesn't work on mac or the game is locked up. Dunno how helpful this is.
#263
Help / Re: Impassable, but allow temperature through
February 19, 2015, 08:49:54 PM
I wonder if you can make a door, put a stockpile in it as important, have someone haul a chunk to it (stuck open) and then lock the door. Depends on how the AI reacts to a locked open door. lol.
#264
Bugs / Re: Indoor Temperatures at NaN
February 19, 2015, 08:45:10 PM
Probably an issue with mods, extracting over an older install, or reusing an old world?
#265
Did you have any unforbidden wood? It hides what you can't possibly build (didn't know it could do it with wood). Like you can't build gold stuff unless you have gold (laying around in ore form or in stockpile).
#266
AFAIK, this isn't a feature, but I haven't been following the changes like a hawk (I didn't even know about fertilizer pumps being cut, colonists having to switch things on and off after you toggle them, or the power buttons).

If it is, maybe it's not the resources you find but how big you "home zone" is? Or the fact you have vast indoor space from putting a door on the outside and tunneled inside?
#267
Bugs / Re: Besigers will not go away
February 19, 2015, 08:35:26 PM
Unless something was changed, I believe it's a bug.
#268
Bugs / Re: Can't generate a new world
February 19, 2015, 08:33:31 PM
In other words, mods caused the issue.
Should have mentioned that...
#269
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 08:29:17 PM
Quote from: Chibiabos on February 19, 2015, 08:18:31 PM
Devilstrand proved impossible to grow in hydroponics because solar flares happen too often.  They could also not be grown in Boreal or colder climes because the growing seasons were too short to allow them to mature.  They could only be grown indoors.  I know length-of-day has been lenghtened, but days-in-a-month shortened, not sure what the net effect is on the growing season, has anyone been able to successfully grow Devilstrand in Boreal or Tundra biomes in Alpha 9?
As long as you can survive long enough to put walls around normal soil, heat, sun lamp, sustainable power, it should be possible I'm already doing that in temperate forest that is cold, but I got a head start. The question is if you can survive long enough to be able to spare resources/time on outdoor-indoor devilstrand farm, no the other way around, I would think.

I'd like to try it eventually.
#270
Bugs / Re: Can't generate a new world
February 19, 2015, 08:20:53 PM
First of all, don't post this all over the place. Once was good enough.

Second of all, have you tried to delete your appdata?

On windows:
windows key + R
type or copy/paste this in and hit enter: "%USERPROFILE%\AppData\LocalLow\Ludeon Studios\"
delete everything (this will remove all your settings and saves, so make a backup or know you can't get this stuff back)

After that, try again from a clean install/extract. If it still happens, it's a bug or something and we need more info.