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Topics - Kaballah

#21
Ideas / Expel unwanted colonist / Shun Colonist
April 30, 2015, 08:24:37 PM
Currently the only ways to get rid of a colonist for whatever reason involve killing them.  It would be nice if you could just drive them out into the wilderness (maybe with a tar and feather option as a bonus).  I figure this should still be an unpleasant thing for a tiny colony to experience so everyone still gets a negative thought, but less severe than simply euthanizing them.

Also this would be a nice story/artwork topic.

e: actually don't call it shunning, that's a separate concept where the colonist is allowed to stay but no one will socialize with them, but Expel Colonist would be fine.

Separately:  How about Shun Colonist, to prevent others from socializing with a particular colonist (e.g. if one has Abrasive or you just want to roleplay some form of punishment).  Make it a flag that can be toggled on or off with right click context menu (Shun Colonist/Stop Shunning Colonist).  Again this could be a nice story/artwork topic.
#22
It would be nice to be able to save workshop bill configurations and make them the default, e.g. I always have to set up the cookstove's bills "Lavish meal/do forever | Fine meal/do until 50 | Simple Meal/do until 50/exclude meats" every new colony.  Also nice if you don't like 999 as the default ingredient range e.g.  Thanks.
#23
Ideas / 'Priority Build' designator
April 28, 2015, 08:01:15 PM
It would be nice to mark specific constructions to be built ASAP, to reduce screwing around with colonist labor priority settings and individual "Prioritize" right-click micromanagement.  Especially early in a colony's construction you very often run into a situation where there are just a ton of active jobs waiting to be done but you need THIS THING built RIGHT NOW (e.g. turrets or power grid stuff) - I'd like to just designate whatever blueprints with a brush and have them be completed at top priority by whoever has Construction enabled.
#24
Ideas / Terrain type Savanna/Grassland
April 28, 2015, 07:56:30 PM
The absence of this terrain type is kind of glaring.  Grasslands should be:
- Flat
- Mostly tree-less
- Full of grazer animals

Grasslands should probably be the absolute easiest and most comfortable terrain to colonize (as they are in the real world).
#25
Ideas / Copy/Paste bills between identical workshops
April 28, 2015, 07:28:23 PM
It sure would be nice to have this, especially since the new quality/wear&tear criteria have been added to jobs it can be a huge pain to set up more than one workshop or to move an existing one.  Thanks.
#26
All of the content added in Latta's RedistHeat mod adds an engrossing and very crunchy layer of complexity to designing and constructing a colony.  It's all built up from the concept of heat equalization and I don't feel it alters the balance of the game very much, but it's just really satisfying to plan out and build a huge network of ducts.



https://ludeon.com/forums/index.php?topic=11056.0


#27
MarvinKosh has put a ton of work into making the various harsher biomes (Tundra, Ice Sheet, Arid Shrubland and Desert) more difficult and challenging to survive in.  I think it would be great if a lot of these changes to biomes, plant availability, farmable soil availability and animal density were incorporated into the core game.  The vanilla harsh biomes simply don't feel significantly different from or more challenging than the lush ones (temperate forest, boreal forest, tropical rainforest).

Details of his changes to the extreme biomes are in his Ice Pack thread:
https://ludeon.com/forums/index.php?topic=8004.0

Also he's made a variety of changes to terrains and their textures (notably adding an Ice terrain, which is awesome).  I'm not talking about integrating all of the content included in his Winter is Here mod, e.g. all the clothing and turret content (although that stuff is all great too), just mainly the alterations and added difficulty to the extreme biomes.  Thanks.
#28
I looked around and I don't see any change info where this feature was removed, so maybe it's a bug - anyhow I am no longer able to copy/paste stockpile settings.  This was a really handy feature, I hope it's not intentionally removed.
#29
Bugs / "Medical bed inaccessible" is not enforced
April 19, 2015, 03:45:20 AM
When a bed is tagged for medical use, and it has other constructions adjacent to it, the game complains that "Medical bed is inaccessible" but doctors will actually treat wounded/sick patients just fine in that bed.
#30
Help / Bill never gets worked on
March 20, 2015, 08:15:01 AM
Hi, I'm trying to set up a basic armor crafting workbench, and I've gotten everything set up as far as I can see, but once I queue a bill to craft a thing, no colonist ever comes to work on it.  I never get any errors or anything and I've made sure I have all the materials required, colonists that meet the minimum skill and have the labors enabled etc, it just never gets done and I don't get a right click "prioritize" context menu.  Here's my code:

ThingDefs\Buldings_Production.xml
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <filthLeaving>BuildingRubble</filthLeaving>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <DefName>TableArmorsmithing</DefName>
    <EType>BuildingComplex</EType>
    <label>armorsmithing table</label>
    <ThingClass>Building_WorkTable</ThingClass>
    <Description>A workbench for assembling basic armors.</Description>
    <graphicPath>Things/Building/TableArmorsmith</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <CostList>
      <Steel>275</Steel>
    </CostList>
    <AltitudeLayer>Waist</AltitudeLayer>
    <fillPercent>0.5</fillPercent>
    <UseStandardHealth>True</UseStandardHealth>
    <statBases>
      <WorkToMake>3200</WorkToMake>
      <MaxHealth>180</MaxHealth>
      <Flammability>0.8</Flammability>
    </statBases>
    <Size>(3,1)</Size>
    <graphicOverdraw>False</graphicOverdraw>
    <DesignationCategory>Production</DesignationCategory>
    <Passability>PassThroughOnly</Passability>
    <pathCost>70</pathCost>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
    <itemSurface>True</itemSurface>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <basePowerConsumption>350</basePowerConsumption>
        <soundPowerOn>PowerOnSmall</soundPowerOn>
        <soundPowerOff>PowerOffSmall</soundPowerOff>
      </li>
    </comps>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
<recipes>
<li>MakeArmorVest</li>
</recipes>
    <constructEffect>ConstructMetal</constructEffect>
    <researchPrerequisite>Armorsmithing</researchPrerequisite>
  </ThingDef>

</ThingDefs>


RecipeDefs\Recipes_BasicArmor.xml:
<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>

<RecipeDef>
<defName>MakeArmorVest</defName>
<label>Craft an Armor Vest </label>
<description>crafting an armor vest.</description>
<jobString>Craft armor vest.</jobString>
<workAmount>25000</workAmount>
<workSkill>Crafting</workSkill>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<ingredients>
<li>
<filter>
  <thingDefs>
<li>Steel</li>
  </thingDefs>
</filter>
<count>100</count>
</li>
<li>
<filter>
<categoryDefs>
<li>Textiles</li>
</categoryDefs>
</filter>
<count>50</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
</thingDefs>
<categories>
<li>Textiles</li>
</categories>
</fixedIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Steel</li>
</thingDefs>
<categories>
<li>Textiles</li>
</categories>
</defaultIngredientFilter>
<products>
<Apparel_VestPlate>1</Apparel_VestPlate>
</products>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>5</minLevel>
</li>
</skillRequirements>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>

</RecipeDef>

</RecipeDefs>


WorkGiverDefs\WorkGivers.xml:

<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

  <!-- ============= Crafting - armors ============= -->

  <WorkGiverDef>
    <defName>FinishUnfinishedArmors</defName>
    <giverClass>WorkGiver_FinishUnfinishedThings</giverClass>
    <workType>Crafting</workType>
    <priorityInType>114</priorityInType>
    <singleBillGiverDef>TableArmorsmithing</singleBillGiverDef>
    <verb>smith</verb>
    <gerund>smithing at</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>

  <WorkGiverDef>
    <defName>DoBillsMakeBasicArmors</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>113</priorityInType>
    <singleBillGiverDef>TableArmorsmithing</singleBillGiverDef>
    <verb>smith</verb>
    <gerund>smithing at</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>

</WorkGivers>


I kind of suspect the problem is with the materials the recipe expects but I can't pick out what's wrong with it.  Thanks.
#31
How is the output of vanilla butchery determined?  It looks to me like it's hard coded?  I am expecting to find a <butcherProducts> block for each of the various animals in ThingDefs\Races_Animals.xml but there isn't one (there is one for Races_Mechanoids.xml though).  Trolling for "butcher" in all the files in vanilla \Defs directory doesn't show anything promising either.  Thanks!