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Messages - Havan_IronOak

#31
Ideas / Re: Your Cheapest Ideas
August 08, 2016, 08:34:28 PM
Simple Cheap idea for getting people out of underground complexes and back into the light.

A new incident called Earthquake.
Causes a "rain" of rock chunks to fall, possibly injuring colonists that are struck by them. Plus the debris will need to be removed to facilitate passage.

A more elaborate event might include the following features:
The debris would NOT be uniform or ubiquitous. In some places none in others some random rock chunks, in especially heavy spots a "wall of rock" may seal colonist that survive inside. 

But "Every cloud has it's silver lining."

Some of the falling debris might be iron ore or even silver or gold or components. And the "wall of rock" might just be compacted machinery or a vein of some ore.

Of course some surface damage is to be expected as well... Perhaps in the way of a few hit points to random spots of wall.

This came to me as I was playing through an extended period of "Toxic Fallout."  Not sure which release that was added in but I guess driving people out of their caves wasn't all that important at the time ;-)
#32
Outdated / Re: [A14] Community Core Library v0.14.1
August 07, 2016, 12:05:02 PM
Quote from: Adalah217 on August 05, 2016, 06:45:29 PM
Does CCL still have the functionality where techs that cannot be researched do not appear in the research window? I'm trying to remove a particular vanilla research by setting the prerequisite as itself, but it's still showing up in the research window.

Is this related to why I'm seeing two techs, Research Locker and Hide that both have themselves as prerequisites? I don't recall seeing them before in any of my other play-throughs. Though I am using a different combination of mods this time out.
#33
Quill18 had a let's play series that had this same issue. A guy lost both arms due to an incendiary grenade. He also could doctor. But strangely, he couldn't warden like your guy. Too bad too since he was a charmer with high social and he shoulda been able to at least talk to the prisoners.
#34
Bugs / Hauling bug?
August 07, 2016, 12:01:56 AM
I've played the game since release 8 and it seems that a bug was introduced into the hauling logic.

Assume a craftsman is making Granite blocks.  There are two 1x1 storage areas, one a bit further off than the other. The closest one already has 73 blocks.

If the order at the crafting table is to take to the best storage area, the craftsman takes his entire output, drops off 2 at the best area and takes the rest to a less desirable storage area.

Now assume a stack of 50 blocks that arrived via drop pod. I order a hauler to haul that stack back. He makes the long trip and picks up only 2 of the blocks. The rest he leaves for another trip.
Either this is a new bug or I'm just noticing more on this play-through.
#35
Ideas / Re: Your Cheapest Ideas
August 06, 2016, 11:53:28 PM
Quote from: bechtoldj on August 06, 2016, 07:48:52 PM
I feel that blood and vomit among other pollutants that dirty our colonies should be washed away by rain or snow. Maybe not entirely but I feel that it become silly when blood from battles long ago don't seem to ever leave.

++good
#36
Ideas / Suggestion - Add a weapons range slider.
August 06, 2016, 06:26:18 PM
Personally, the range at which pawns open fire seems off. I know that rifles have a long range but my Hunter always seems to open fire with his survival rifle way too far away when hunting small game like squirrels. I like that he gets a lot of practice that way in the vanilla game but if playing with mods that require ammunition, this gets kinda silly fast.

Perhaps a slider would make this mechanic work better.
#37
Quote from: 1000101 on August 05, 2016, 03:20:40 PMBetter colony design where they don't share a door will go a long way to solving that.

True.  I was being cheap and by building the way that I did both bedrooms could use the same door. It saved materials and labor and I never got the disturbed sleep debuffs as if they were sharing a room. It may have been a bit of an exploit.

As to my other problem... I haven't seen it again and can't reproduce it. I was probably just confused. 
One cannot 
Pause the game
Draft a pawn in his locked bedroom
Tell him to take up position on a firing line somewhere.
The game needs to run a bit between the drafting and the ordering into position.
I think that my habit was to pause on the alert for their beginning their assault.
#38
Just added this mod to a Game I started on Steam.

It seems to work pretty well but I have a couple suggestions...

Tell folks in the write up that a deconstruct order can be used to manually override the locked status. I somehow got a pawn stuck in his room and had someone deconstruct a section of wall to get him out. I then experimented a bit and by drafting and undrafting pawns and creative use of the deconstruct order, I got around the locking problems.

You might also warn folks that this doesn't work if two rooms share a common door.
#39
Ideas / Re: Neolithic Air Conditioner *Really works!*
August 05, 2016, 10:08:25 AM
There were low-tech solutions before the advent of air-conditioning.

1) terra-cotta style pottery that relied on evaporation to keep things cool.
2) swamp coolers (also work by evaporation
3) ceiling fans (often worked by hand by a menial.)
#40
Ideas / Re: Save and Load your Current Mod Order
August 05, 2016, 10:05:58 AM
++Good.

Other games that I play already have a feature like this.
#41
Ideas / Re: Write an event!
August 05, 2016, 10:04:50 AM
Not an event so much as a feature...

I'd love to see a way of contacting the party that last raided me and offer to return their captured raider in exchange for some loot.  Perhaps No change in relations but still a reason to capture and release instead of just a faction boost (which doesn't help with the worst of the worst anyway)
#42
Ideas / Re: Your Cheapest Ideas
August 04, 2016, 08:27:52 PM
Quote from: CoolCat213 on August 04, 2016, 04:43:50 PM
Some sort or bar/restaurant idea, where visitors as well as pawns can use it for joy, but you'll need beer or other alcohol. For the grittier side you could include gambling and prostitution.

The game already features beer and visitors generally do congregate in your most opulent room or one with a meeting spot.  So building a bar is something you might be able to simulate with no changes.

There is also a hospitality mod that adds a whole other level to this.

As to 1x1 tables... there is a mod for that. The table is listed as modular and can be set up against a wall like a counter. Come to think of it that would make a pretty convincing bar substitute.
#43
Ideas / Re: Your Cheapest Ideas
August 03, 2016, 11:18:55 AM
Not sure how cheap it is, nor how important it is in the grand scheme of things but it would make the game behave more like standard...

If you're in the load game menu and select a save game to delete, the default is to cancel (go Back without deleting)

Generally the default for an action is to proceed with that action. 
By having it the way you do one cannot clear a large number of scum saves by clicking on the x and hitting enter repeatedly. One has to click on the red x , move the mouse to the confirm button, then click again.

Certainly not a show stopper but as an inveterate over-saver I've noticed how much more difficult it is to clean up after myself than in other games.  When adding a bunch of new mods and wanting to delete a bunch of saves but NOT necessarily all my other game settings this is noticeable.
#44
Ideas / Re: Your Cheapest Ideas
August 03, 2016, 10:18:28 AM
Quote from: RickDeckerSpiegel on August 03, 2016, 06:25:59 AM
Mood Bonus after survived raids...

LOVE this idea! Particularly if it's scaled. +5 if no one died +10 if no one was even seriously injured. But would only drafted pawns get it?
#45
Quote from: DariusWolfe on August 02, 2016, 07:15:04 PM
Would it be as easy to change the build-time?

Pretty sure its the same file

<WorkToMake>180</WorkToMake>

Adjust as you see fit