From what's been said before, no. Though I do believe that direction does affect which side of the map they come
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#62
General Discussion / Re: question on crops ui
July 26, 2016, 10:34:54 PM
With normal foods, the hp bar is unrelated to the rot or not. If memory serves, hay does have a weird thing where if it's below whatever then it's rotten, but that was a long time ago back when animals were first introduced. That bar just means that an item is closer to being physically destroyed such as by fire or exposure.
#63
General Discussion / Re: Grass?
July 26, 2016, 10:05:25 PM
It's been brought up before. It's hopeless with toxic fallout + fires + Thrumbos + walls + being trampled by the progress of your colony (usually in agriculture).
#64
General Discussion / Re: Failed surgery deletes prosthetics
July 25, 2016, 05:03:35 PM
Although I agree that the failed surgery mechanic could use some retooling, it is important to make sure that your medics have full or even enhanced manipulation and vision. Maybe minor surgery failures can be before they tried putting in the part and major while they try the part?
#65
General Discussion / Re: What's the best thing to do if you capture a tribal chief?
July 25, 2016, 04:58:21 PM
I would normally just release her for the +15 (or maybe more because chief) faction will. Why do would you execute her when you could recruit her? Is she useless as a pawn?
#66
General Discussion / Re: Fueled stove needs component to repair!?!?!?!
July 24, 2016, 11:22:06 PM
Just checked; fueled stoves don't require components to be built. You should report this in the bugs section.
#67
General Discussion / Re: HELP! Young colonist slowly dying of severe sleeping sickness
July 24, 2016, 11:17:27 PM
Did you accidentally turn medical treatment off for this colonist? Do any of your willing colonists have doctoring turned on? Are their priorities set up so they'll do something else before they doctor?
#68
General Discussion / Re: self improvised turret problem
July 24, 2016, 03:45:29 PM
Is the wire you have it connected to powered?
Do you have enough electricity?
Are you sure it's connected?
A screenshot would be helpful.
Do you have enough electricity?
Are you sure it's connected?
A screenshot would be helpful.
#69
General Discussion / Re: Did Big Maps go away?
July 22, 2016, 10:25:13 AM
As has been said: Global map size

And Colony map size (Click on advanced to get this menu)

And Colony map size (Click on advanced to get this menu)
#70
Ideas / Re: Please remove human pawns eating corpses.
July 21, 2016, 02:52:29 PM
We can all agree that hard mental breaks needs some major retooling.
I feel that this thread has some good things to say about this:
https://ludeon.com/forums/index.php?topic=21686.0
I feel that this thread has some good things to say about this:
https://ludeon.com/forums/index.php?topic=21686.0
#71
General Discussion / Re: Can Thrumbos self tame themselves?
July 21, 2016, 02:20:43 PM
I remember it happening once back in A13, but when the other Thrumbo left, the tamed one left too. I also remember it being quite far into that world, probably over six years, and it's never happened again or before.
#72
General Discussion / Re: Equipment HP and quality redundant ?
July 14, 2016, 09:29:03 AM
Having to go to the stats for the item so we can determine whether something is better than another doesn't feel right given that he gives us an outside variable that seems like it should be enough to determine relative quality. I support in combining the hp and quality scales.
I feel that a lower quality thing should deteriorate faster than a high quality. Maybe we could incorporate something sorta like the Richter scale where each quality level has x more hp than the last?
I feel that a lower quality thing should deteriorate faster than a high quality. Maybe we could incorporate something sorta like the Richter scale where each quality level has x more hp than the last?
#73
Ideas / Re: Hysteresis
July 11, 2016, 10:49:42 PM
On your last two ideas, I believe that those are, mostly, already included in the "Details" section of bills. You can set the HP percent or quality for the items included in the bill. There are currently no options in the bill itself for specific materials being excluded. The only work-around I can think of for that would be to set a specific "Do X times" bill and forbid anything you don't want.
On your last point it's unclear whether you want to be able to smelt these items for their resources (which would be nice) or whether it's the same complaint as the last.
On your last point it's unclear whether you want to be able to smelt these items for their resources (which would be nice) or whether it's the same complaint as the last.
#74
Ideas / Re: "Predators no longer hunt boomrats and boomalopes."
July 11, 2016, 04:59:15 PM
Naked wolf: Bred by a midworld without access to genetic engineering in order to cull the population of boomalope. Cannot be set on fire and highly resistant to projectile and explosive damage. Spread throughout the galaxy by traders and colonizers.
#75
Ideas / Re: Different Bills for Different Types of Stone Bricks.
July 05, 2016, 11:23:39 PM
I don't see how what you're looking for isn't in this. You just check what you want and make another bill and check what you want for that.
Edit: Actually did what you said, and you're right. Even if you set it to do make it a different product, it will still be counted as a stone brick.
Edit: Actually did what you said, and you're right. Even if you set it to do make it a different product, it will still be counted as a stone brick.