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Messages - Havan_IronOak

#181
Ideas / Re: Your Cheapest Ideas
May 17, 2015, 04:39:33 PM
Quote from: Wild Card on May 17, 2015, 05:33:55 AM
The ability to cook  3x or 4x meals at once
Ofc x4 or x3 the resouces and time to actually cook
Atm i feel the cook spends more time running to and from storage/freezer than actually cooking and keeps messing with the temperature in the freezer

Makes sense as cook would cook food for everyone at once. Not 1 meal for each colonist. It's rim-world not rim-restaurant ;D....
I shouldn't try to be funny  :P

First... Ever hear of The Restaurant at the End of the Universe?

Multi-meals ARE currently available in a mod, Search for Bulk Meals by Igabod. One starts off being able to cook 4 meals and when the cook's skill goes up and research is done a professional cook-stove that can handle 8 meals is unlocked. Works really well and yes, I never play a game without it. The time taken to cook 8 meals is longer than to cook a single meal but not 8 times as much and the running around is kept to a minimum.

In my current game I've got a frail old cook that moves REAL slow so I've set up two bins one for meats and one for veggies right next to the stove. Since they're marked critical any of my haulers passing by top them off for him. Also I've changed the fine meal work bill to just drop the finished meals. Haulers have been pretty good getting them to the dining room. I have a more mobile guy with an interest in cooking but he just does simple meals so that work bill is still set to take the finished product to the best storage area. (usually the winter freezer)
#182
Ideas / Re: Hold Fire, Safe Fire buttons
May 17, 2015, 04:29:50 PM
I'm guessing that some finer combat controls ARE gonna be necessary if Kill-Boxes become a thing of the past. 
However, it's asking a bit much for auto-fire turrets to differentiate between friendlies and hostiles.

How about those equipped with sniper rifles (logically) laying down to fire?
That means that they'd NOT be hit by friendly fire from units behind them. A small movement penalty for getting back up would be fine.


#183
Ideas / Re: Your Cheapest Ideas
May 17, 2015, 01:23:04 AM
Add a wall type that insulates against solar flares. The wall type would require steel and would be a small but steady electric current drain. Solar flares are a magnetic effect and Earth is generally protected from these by the planet's magnetic field.

Hydroponics rooms are MUCH too vulnerable to Solar Flares in the current game.  There ARE mods that incorporate something along these lines already but they could be more elegantly incorporated into the overall game.

#184
Ideas / Hauling
May 16, 2015, 02:15:57 PM
Add a bit of sub-logic for builders. If they end up having to haul as part of building, allow them to consider hauling a full load to a storage area as part of the task. I find I'm frequently interrupting builders who are headed across the entire map to get 20 or 40 steel when there is an empty stockpile nearby. Bringing back the extra steel certainly takes no more time and is MUCH more efficient.

I understand that some builders are not haulers and perhaps this extra should not apply to them but most of my constructors are haulers as a lesser duty.
#185
LOVE the idea of a smarter Equipment rack that can be used for clothes.
Before release a10 I tried and used Friedmutant's Seasonal Wardrobe mod and really liked it. It used the same graphic sprite that you're using.
https://ludeon.com/forums/index.php?topic=10814.msg107277#msg107277

I just started trying yours and I noticed two little quibbles that might make your mod even better.
1) The Seasonal Wardrobe mod somehow made the rack request 1 headgear item and 1 outer layer item (like a parka) I just tried yours and now I've got one guy's wardrobe with 2 parkas and another's with 2 toques. Am I setting something wrong or does your wardrobe(Equipment rack) not differentiate?

2) The Seasonal Wardrobe mod was a bit more automated in that in the spring it started requesting  warm weather gear be stored and then when winter started it flipped to requesting their summer gear. I'm not a c# coder at all but is that difficult to implement?

I DID notice that the error messages that come up when I try to use the Seasonal Wardrobe mod cite variables from  EdB Interface. (if that's any kind of clue)
#186
Mods / Re: [Request] Friendly Fire Fix(es)
May 11, 2015, 04:08:54 PM
Quote from: billycop32 on May 10, 2015, 09:57:52 PM
... a good hunter will stalk their prey until they have the right shot, and ALWAYS go for a one shot kill. if they don't kill the animal, hunting ethics say they must stay hunting that animal and dispatch it. >.>

to translate that into game talk, the hunters should attempt to enter a range or angle that gives a >75% chance of hitting their target. if they hit the animal but do not kill it, hunters should continue to stalk their prey until they kill it or their needs become urgent. (unless certain negative traits say they don't care.)

Agreed! I do NOT understand why my hunters always seem to take such long-range shots. To even up the odds a bit, the prey animals should not just get angry when shot but learn over time to avoid their predators. Why don't they run away more often?
#187
Mods / Re: Ruined city map
May 11, 2015, 04:04:57 PM
LOVE the ruined city idea. I could see some buildings sealed up. Who knows what's inside? Steel or gold stores? Spaceship parts or maybe even replacement body parts in some form of cryo-storage that your breaking and entering disrupts? Broken power feeds that might be fixed would be cool as well.  Of course abandoned cities might mean more pirate incursions too.
#188
Mods / Re: [Request] Friendly Fire Fix(es)
May 10, 2015, 01:34:30 PM
I'd second this sentiment. Hunting accidents are WAY too common
#189
Ideas / Re: Edit a custom label for Bills
April 25, 2015, 10:52:55 PM
I'd second this!
#190
General Discussion / Re: Crafting Table Question
April 25, 2015, 10:50:27 PM
You can install them to add beauty to any room.

Click on them and there should be an install button.

Click it, select a location, and one of your colonists will take care of it when they get time.  In the mean time they will "pretty up wherever you're storing them.

Also, NOT very intuitive but... the "deconstruct" button will allow you to uninstall them and rearrange them as you see fit.
#191
Ideas / Re: Your Cheapest Ideas
April 25, 2015, 10:47:42 PM
Not a gaming programmer so I'm NOT sure what's cheap and what's not but...

How about a tab for Prisoners and/or one for guests in the overview section? In the last raid I was able to capture 4 raiders and am nursing them back to health for possible "naturalization" or even 4 sale. I've not sorted out a detention facility yet, and It would be nice to have a better means of managing them than having to go look for which of the rooms I stuffed them in.
#192
Ideas / Re: Your Cheapest Ideas
April 25, 2015, 10:31:06 AM
Quote from: thewoodpecker on April 25, 2015, 10:14:03 AM
SOME THINGS I WOULD LIKE TO SEE IN THE GAME
...
-lights on the ceiling
NOT sure how that would look, but mrofa's clutter mod has floor lights which kinda do the same thing, no? Also there are "porch lamps" that attach to a wall and take no space. And even walls that generate their own light. One of these should meet your needs.
https://ludeon.com/forums/index.php?topic=2541.0

-a toggle box in the bottom right of the screen which allows you to see the power grid
AGREED! This is one of my biggest Grrrr factors. I generally end up going into Architect / Power and clicking on the conduit tool just so I can see what's already there.

-windows (there is a mod for these but I've not bothered. I tend to be a burrower.

-be able to research something which makes lights use less electricity or increases the amount of energy produced by geothermal generators and other sources of power - Energy efficient lights ARE available in the Clutter mod

...and finally, i know these aren't cheap things, but PLEASE add animal husbandry, and maybe make a technology tree instead of just a list.
#193
Ideas / Re: overflow enabled for power switches.
April 25, 2015, 03:20:42 AM
There is a mod called Powerswitch that might meet your requirements.

https://ludeon.com/forums/index.php?topic=2890.0

I've just started experimenting with it myself but it has time of day switching and even enemy detection based on range. 
#194
Sid Meiers had a bit of trouble with the end game in his early releases of Civilization.  Getting a spaceship built and launching it to Alpha Centauri was very anti-climactic. His Civilization 5 is interesting in that you can decide which of several victory conditions you satisfy.
#195
I suppose that depends on whose rules you use. In English it's generally the next to last syllable that's stressed which would make it

Xerigium
zer IG ium 
zer as in zero
ig  as in religion
ium sounded as yum

And as we all know English will be the linga franca of outer space because the English speaking peoples a) know the least about their own language and b) generally refuse to learn anyone else's.   ;)

Of course I'm joking! We all know that Shakespeare's play were better in the original Klingon.