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Messages - zandadoum

#316
General Discussion / Re: Why are the conduit walls gone?
September 10, 2015, 02:58:32 AM
i wish there was some sort of conduit floor. to have the conduits under a false floor and not affect beauty like now :(
#317
how's the health on those colonists? maybe brain damage and/or dementia?

what happens if you set the timetable to only work and sleep?
#318
General Discussion / mod for improved animal panel?
September 09, 2015, 06:21:38 PM
Heya, I am looking for a mod that impro9ves the animal panel a bit. Anyone knows one that does this? :

1) include the current training into the animal tab, so i can click what i want to train right here. maybe also a "click here to select all" fior each cathegory (obedience, haul, etc.) so i don't need to click one by one

2) allowed area presets. so i can move all my 100 animals from one zone to another and back without having to do one by one (i know you can slide the mouse down the screen, but still...)
#319
General Discussion / Re: animal starvation...
September 09, 2015, 12:05:57 PM
Quote from: TLHeart on September 09, 2015, 11:02:20 AM
I have found that the only time I have had a miscarriage due to starvation was when I was low on food, and the animal was assigned to a small area. Even if there was food in that area for them to eat.

Pregnancy reduces the animals ability to move. A quality pet bed reduces the time they sleep, and increases the time they can spend looking for food.

this particular example, the warg was set to "unrestricted", had beds available yet fell asleep in the fridge, surrounded by food... and miscarried due starvation...
#320
General Discussion / Re: animal starvation...
September 09, 2015, 04:25:44 AM
Quote from: FMJ Penguin on September 09, 2015, 04:16:30 AM
Speechless.... well not really,

If your really desperate you can assign training to be done on that pregnant pet and the training will keep them "fed" a little bit. Sorry can't say I've ever had anything that wacky happen. Usually they eat the entire place to the ground instead of starving haha

Don't take offense but gotta ask..... are you assigning animals to these zones you create or just creating the zone is all?

that warg still has stuff to be trained, but as there is a delay between trains and i have several pets with trains, it just isnt frecuent enough
and the warg was just an example of how stupid animals can be (sleep in the freezer full of meat, still starve) but certainly not the only animal... i have had the same problems with cows, huskies and whatnot.

and yeah, when i tested large zones or small zones, i did ofc design the zone properly AND assign the animals there.
#321
General Discussion / animal starvation...
September 09, 2015, 04:10:49 AM
So, I am writing this after my 90893284789374902478924373nth animal has had a "miscarriage due starvation" when they had plenty of food right next to them...

I don't know what to do anymore...

the last one was a warg that miscarried due starvation, sleeping in the freaking freezer surrounded by meat!!!!

i have food all over the place, i have tried with unlimited zone and with a small zone right next to food. not only do i have specific stockpiles for animal food all over the place, i even made a small freezer right next to their sleeping places, with meat for wargs.

they do access the freezer from time to time, but it seems to me they like to starve on purpose!!!

what's going on?


edit: i just remembered that i made a similar post a few days back: https://ludeon.com/forums/index.php?topic=15918.msg168572#msg168572
#322
workaround:

prison should be near to your freezer. build a paste dispenser in your freezer that breaks through the wall and has just the dispensing part inside the prison, but hopper(s) in the freezer.

never again worry about feeding prisoners.
#323
General Discussion / Re: help with editing save file
September 08, 2015, 06:34:35 AM
can't you do that though dev console?
#324
Quote from: Adamiks on May 16, 2015, 04:14:29 PM
Quote from: Delekhan on May 14, 2015, 05:59:32 PM
I'm glad you agree :)

This seems like an obvious feature to me. Who hasn't raged at the incredibly lousy target-selection of colonists and turrets? Hold Fire/Safe Fire would make the game so much more fun merely by removing a source of pointless frustration.

Yep... I really don't like when 30+ colonists + turrets start to fire at the first enemy in this same time when even +100 enemies (I had 120 tribals today :D) just coming to kill us all.
well, as the post has been "necro'd" i might aswell answer to this:

if your base and raids are so big, a solution would be to build groups of turrets with a switch, switch them on/off with a delay and not all at same time. just have a colonists near the switch. minimum micromanagement.
#325
General Discussion / Re: House Rules
September 08, 2015, 06:30:06 AM
Quote from: b0rsuk on September 08, 2015, 04:12:27 AM
So arrest colonists once they're no longer needed ? Like a researcher ?
nah, more like for body parts. or when you got a new awesome "can do it all" character, you have to kill/sell one of your colonists inmediately to stay at 3
#326
Quote from: Kalshion on September 08, 2015, 12:55:39 AM
I can understand the larger raids but I think they really need to be toned down, their sizes often times causes performance issues (for example, had a one person raid today that brought my game to a crawl, had to flick developer mode on and just lay waste just so I could MOVE the camera and even then it took the game several minutes before it realized that everything was dead *thank god for them being all bunched up, at least in this instance where I could easily take em out*)
vanilla is fine. if you get big raids and manhunter packs means you are wealthy as hell...

about the slowdown, looks more like you should upgrade to a better CPU, as games like this depend on a lot of CPU to simulate so many AI going on.

i am glad there is no current limit (or the limit is very high) on raids, because what other games do, is to hardlimit a lot of stuff so they stay within the "minimun system requirements" they established when selling the game.
actually, this might become a problem if Tynan decides to go on Steam, because they will force him to establish a "minimum system requirement" and he will have to stick to that, so future features might be limited by that.
#327
General Discussion / Re: House Rules
September 08, 2015, 03:58:15 AM
max. 3 colonists challenge. it's allowed to have prisoners, but never more than 3 colonists. and make it off the planet. edb prepare carefully is not allowed in this challenge.
#328
Ideas / Re: Poll for including mods in vanilla ?
September 07, 2015, 06:53:15 PM
Quote from: RoboticManiac on September 07, 2015, 06:18:02 PM
I'm against it. In fact, I quite dislike the Edb interface.
turn on/off switch (default: off) problem solved, everyone happy
#329
General Discussion / Re: Crematorium
September 07, 2015, 06:44:26 PM
in the end i just destroyed graves totally, made a room for corpses next to crematorium (room to avoid huge negative debuffs) and creamte away right away
#330
Ideas / Re: Cleaning algorithm
September 07, 2015, 09:34:44 AM
just put older pawns with cleaning as top priority AND assign them to a small specific zone you want to keep clean?