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Messages - Monkfish

#31
Ideas / Re: HYDROPONIC SOLAR FLARES
March 26, 2015, 07:50:25 AM
Quote from: b0rsuk on March 26, 2015, 06:25:59 AM
Quote from: lusername on March 26, 2015, 02:13:19 AM
According to the datafiles, flares are every 30 days, so anything that takes longer than 30 days will never complete in hydroponics.

Isn't that minimum time between solar flares ?
Irrelevant whether it is or not; growing Devilstrand or any other long-term-growing plant in a hydroponics basin is making a rod for your own back owing to the high probability of some form of incident trolling spoiling it all for you.
#32
General Discussion / Re: Time Tables
March 26, 2015, 07:43:40 AM
Quote from: Latta on March 25, 2015, 11:22:03 PM
Quote from: Tynan on March 25, 2015, 11:19:12 PM
The game already had this, really, it was just invisible and not configurable. But they already preferred to sleep at night. This really just makes it configurable to handle the fact that there are now three broad kinds of behavior - work, sleep, fun - instead of two.

So this is why my night owls reset after few days.
Ahhh! That explains why colonists tend to go to bed around midnight/1am, and why colonists out of sequence due to drafting get back into the same cycle after a few days.
#33
General Discussion / Re: Brewing: Waste of time?
March 26, 2015, 07:35:35 AM
I have discovered what may be another bug (which I'll post up correctly in the bug section later), but thought I'd post up briefly to see if anyone else has experienced this;

Colonists binge on alcohol that is not accessible

Following one of my colonists wandering the map to slurp some beer, I created a small storage area, put the beer in there and then locked the door. And yet, I still get notifications saying that my chemical interest colonists are binging on alcohol. There is none available and the count does not reduce in the storage area, but the colonist still wanders about broken and binging.
#34
Ideas / Re: Lightning Rod
March 26, 2015, 07:32:08 AM
Excellent idea, though you'd not want a several-million-Volt spike of electricity shoved up your batteries. They won't much like that. :-X
#35
Bugs / Re: Cooler not cooling much
March 25, 2015, 08:23:53 PM
Definitely not a bug. 12 x 5 is a fairly large room to cool for a single cooler, especially if the temperature outside is 35 degrees. That size room would need at least two, maybe three, coolers to maintain a somewhat steady temperature.
#36
Quote from: Boboid on March 25, 2015, 02:03:21 PM
Damn litter-ers!

You can always sell the melee weapons - they're often quite valuable.
This is what I do. I replace any items my colonists have that are worse than anything left and then sell the rest regardless of its value.

This will be a much easier task in A10 what with quality now being a filter on stockpiles. I'm looking forward to that change!
#37
My colonists largely use the 6 door exit I have built now rather than going through the killbox itself, though that depends on where they're coming from and where they're going; sometimes they route through the killbox but they tend to avoid it now, which is nice.

I've also observed colonists walking around a small stockpile of chunks rather than over it, so I suspect the routing takes time and effort into consideration. Might go some way to explaining the random-ass nature of hauling at the moment.
#38
Ideas / Re: Your Cheapest Ideas
March 25, 2015, 12:53:24 PM
Pretty sure this would have already been requested, but I'm going to suggest it again just in case;

Different lock states on doors. Because REASONS.

Unlocked - Anyone can open the door; colonists, visitors or raiders.
Locked (Friendly) - Colonists and visitors can open the door. Raiders cannot and have to beat it down.
Locked (Colonist) - Only colonists can open the door. Visitors cannot pass and raiders have to beat it down.
Locked (Everyone) - No-one uses the door.

There are a few different scenarios in which these different lock states could be handy. A prison, for example, could have an unlocked door that leads to a walled, unroofed, compound so that prisoners can stretch their legs but remain in custody and not have any outdoor/cabin fever debuffs. Another door could be left unlocked such that raiders enter the base via a room that's... warm. :-X

Animals would also be incapable of operating a door owing to a distinct lack of opposable thumbs, hands, or a brain capable of figuring out doors. Though, having said that, if monkeys are in the game they could open unlocked doors and leave them open. Fun times!
#39
Ideas / Re: Pathing Orders
March 25, 2015, 12:44:32 PM
Quote from: DNK on March 25, 2015, 12:04:18 PM
Quote from: Monkfish on March 25, 2015, 10:48:07 AM
You'd have to be careful with a system like that that it doesn't send a colonist out of their way simply because the buff/malus applied to the selected pathing tile means that route is preferred over one that would be genuinely shorter/quicker.

Nice idea though.
Well, I'm the one setting the bonus/malus, so yes, I would want it to send a pawn out of their way because I applied it as I did. That's sort of the point, not just to overcome shortcomings in the current pathfinding system but to create inefficiencies for my own twisted reasons.
Well, yes. My point was that a routing tile or tiles put in one place to fix routing issues from somewhere may have adverse effects on routing from other areas that would otherwise route differently, due to the tiles you've placed resulting in that route being the preferred on.
#40
Quote from: warden on March 25, 2015, 12:27:46 PM
I have to say there's little as annoying as having your colonists drop whatever they were doing, and running to the edge of the map to pick up something i have *never* told them to pick up.

I mean, yes, i have haulers. But why do some travelers drop meals that are allowed by default? Dropped goods are usually forbidden until you manually allow them, so that your haulers can pick them up. But if a random traveler is consuming a meal and is then attacked, struck by lightning and i don't know what else triggers this, the meal is left on the ground and somebody from my crew immediately takes off and picks it up. I've seen this happen on the last squares at the edge of the map, indicating that somebody left the map and dropped food in the last square they were in before departing.

"Browning was beaten to death" was my first alert to such behavior.
I caught one of my colonists yesterday heading off to the very top of the map to collect a packaged survival/nutrient paste meal (I forget which one, but it was shit either way) despite my enormous freezer full of food being physically closer (but probably a longer travel away due to killbox/chunk field arrangement prior to building a colonist entrance). I'm glad I caught him as it was a long way away, he was already urgently hungry and tired, it was night time, and I doubt he'd have made it, let alone got back, without breaking down into a dribbling heap.

Not sure why the meal was unforbidden though. It was on the edge tile, so I assume it was dropped by someone leaving.

#41
Support / Re: Extreme lag when fire breaks out
March 25, 2015, 12:16:23 PM
Quote from: exit2none on March 25, 2015, 10:06:42 AM
Any ideas?
Yes. Remove the mods and see if this issue is still observable. This will determine if it's a mod causing the issue or something amiss with the core code. If it's a mod, add them back in one at a time to see which one.

I experience laggy spikes every few seconds with my current colony, typically when running at higher game speeds and whilst zoomed out, though not always. Sometimes it's really noticeable, other times it doesn't occur at all. Pawn count doesn't seem to make much difference that I have noticed. Hadn't considered fire before, so I'll keep an eye on it. I'm pretty sure it's nothing to do with my PC itself either (4790k @ 4Ghz, 8GB RAM, 3GB R9 280x), though it does currently have a slow WD Red instead of a Samsung 840 Evo (the SSD shat a NAND and need to be sent back) and slow access times might be causing the jitters. More testing/observation required.
#42
No. Some of the resources are lost. I believe, if I remember correctly, that you get 4 blocks back from a wall.

The steel gained from smelting slag produced by an exploded turret will be less (quite a bit so, I believe) than the steel required to build it in the first place. This not being the case would be quite the exploit/oversight.
#43
Ideas / Re: Pathing Orders
March 25, 2015, 10:48:07 AM
You'd have to be careful with a system like that that it doesn't send a colonist out of their way simply because the buff/malus applied to the selected pathing tile means that route is preferred over one that would be genuinely shorter/quicker.

Nice idea though.
#44
I have done the same with 6 x Plasteel doors. I'm hoping, as I have not yet tested it, that raiders will ignore them and head for the double steel doors instead (conveniently ignoring the 18 turrets I have on standby in a sea of marble chunks :D)

I'll post up some screenshots later. It's a bit silly. ;D
#45
General Discussion / Re: Brewing: Waste of time?
March 25, 2015, 10:42:15 AM
You've had that too then?

Annoyingly it means I'm now going to have to build a room somewhere to store it, and send someone to get it, so that I can lock it away and prevent him doing it again. The twat. >:(