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Messages - NuclearStudent

#121
Ideas / Re: Set area restrictions on schedule.
September 18, 2015, 08:02:52 PM
Quote from: Shipwrecked_and_Comatosed on September 02, 2015, 11:05:08 PM
I totally endorse this, it would be neat to give that little element of roleplay! Maybe even mix in a 'stay indoors' button, for when it's raining outside or when there is a crazed animal pack prowling. Additionally it would be nice to force my colonists to focus on cleaning and other house-work things without having to mess up my manual priorities too much. Maybe even just all staying in to watch TV and play pool and have a nice social night in. Order a pizza to be sent down in a cargo pod.

Heh, yeah. I love to pretend this is in the game by gathering up all my colonists and ordering a beer drop from the sky.
#122
Off-Topic / Re: whats the story behind your username
September 18, 2015, 02:59:00 AM
I'm fascinated with atomic and modern thermonuclear weapons-it's the obvious choice!
#123
Off-Topic / Re: Count to 9000 before Tynan posts!
September 18, 2015, 02:57:52 AM
1603

Hei, wo num nei hai gan.
#124
General Discussion / Re: How do you play?
September 18, 2015, 02:36:34 AM
In the late game, I've recently started calling raids in on myself at random using the dev console.
#125
Releases / Re: [A12d] Auto Seller - (v1.0.2) (03-09-2015)
September 13, 2015, 05:13:09 PM
Is there a 11b version archived somewhere? I'm doing an endurance challenge on 11b, and I'm pretty sure upgrading to 12d would break my saves (and my heart!)
#126
General Discussion / Re: Toxic Fallout - Remove?
September 07, 2015, 01:41:34 AM
Quote from: Mikhail Reign on September 06, 2015, 07:40:24 PM
Quote from: akiceabear on September 06, 2015, 07:36:22 AM
Keep in mind that the sarcophagus that houses the Chernobyl waste will cost around USD 2 billion to replace (only a couple decades after being built) and the the estimated cost to the Belarus and Ukrainian governments of all cleanup and medical claims is around USD 400 billion. So yes, there is life there, but it took a hell of a lot of money just to case the core in concrete.

Ah yes but that is more for us then anything else. There is like INSIDE the sarcophagus, in fact there is this funky little fungus that grew inside their that eats radiation - we are thinking of adapting it for space travel (it eats solar radiation, we eat it to some degree, free food). I'd also like to point out that chernoybl wasn't covered in 'a thin layer of it might be cancer', more a 'large chunks of graphite straight out of the reactor, that make your skin burn when you pick them up, and kill you in a few hours, as well as an entire cooling chambers worth of water flash covered into steam after a melted reactor core dropped into it' - there was a LOT of stuff in the air.

That all air, I completely over looked the 'toxic' instead of 'radioactive' - so what, it's like some air burst a sarion gas canister over the colony ?

Bare in mind that the planet used to be industrialized on a HUGE scale (the devs confirmed that plasteel ore and steel ore comes form ancient buildings that fell apart.)

The toxic fallout is a dioxin-like chemical concentrating due to unknown process.
#127
Ideas / Re: Set area restrictions on schedule.
September 02, 2015, 01:33:11 PM
Aw well. I just like to compulsively manage the schedules of all my colonists. Big Brother fantasy and all that.
#128
General Discussion / Re: How do you play?
September 02, 2015, 01:31:05 PM
I'm still pretty new, but I made the mistake of diving straight into Cassandra Extreme difficulty for my first few games. I played it straight except for reloading saves in rage when one of my first three colonists died.

I've sobered up a little and dropped the difficulty down to Rough with the promise that I just won't savescum. It makes the game less serious when you can cheat and reload, and I like seriousness.

The only thing I use dev mode for is when I can't find something. I spawn in a duplicate of the item, double click on it to find my original item, then delete the duplicate. Saves hassle!

Aside from all that, I do a lot of micromanagement. I do tons of allowed areas stuff to make my colonists go where I want them to, tinker and fine tune the priorities to maximize efficiency, and manually prioritize tasks whenever I need to. My colonists have a bad habit of going to sleep instead of staying up to fight forest fires or repair walls during raids, so I give them all an allowed zone strictly within the danger and repeatedly micro them to do their job.
#129
Ideas / Set area restrictions on schedule.
August 31, 2015, 01:45:57 PM
In addition to being able to set the activity type of the colonist on the schedule, I would like to be able to set allowed areas. The reason being is that I like simulating complex pawn behavior. As is, there's no way to make your colonists spend cold winter mornings in doors, sweeping up, and then spend daylight doing outside work without manually ordering pawns to do so.
#130
My body is so ready for this new system. I can't believe you guys managed to program something so awesome!
#131
Ideas / Re: "Any Stone" and Hauling Priority
August 21, 2015, 01:01:16 AM
Quote from: Z0MBIE2 on August 21, 2015, 12:54:13 AM
Quote from: NuclearStudent on August 21, 2015, 12:05:18 AM
Quote from: Z0MBIE2 on July 22, 2015, 12:25:38 AM
So basically... have 2 hauling things, one that's more important then the other. Orrr you could just only haul the things you want hauled first, instead of two unnecessary tools.

That has the downside of having to wait, watch for when my colonists are done, and then make new designations. While the original poster's post was muddled, I like the idea of being able to set priorities and do things centrally.

x3 speed goes pretty fast. And you can always manually prioritize.

While manually prioritizing works, it feels clumsy to me. I'd prefer not to micromanage each and every step in my colony like this. I would love to be able to make all of my designations at the beginning of a task, and just let my colonists do their things while I plan out their next tasks.
#132
Ideas / Re: "Any Stone" and Hauling Priority
August 21, 2015, 12:05:18 AM
Quote from: Z0MBIE2 on July 22, 2015, 12:25:38 AM
So basically... have 2 hauling things, one that's more important then the other. Orrr you could just only haul the things you want hauled first, instead of two unnecessary tools.

That has the downside of having to wait, watch for when my colonists are done, and then make new designations. While the original poster's post was muddled, I like the idea of being able to set priorities and do things centrally.
#133
Ideas / Re: Your Cheapest Ideas
August 18, 2015, 01:26:34 AM
Lazy colonists get a mood boost (+5 or so) while idle.

#134
Stories / Re: The Cold
August 15, 2015, 08:56:10 PM
Now the question is, how do you rig a nutrient dispenser to make human flesh look like potato?
#135
The grenade cauterized his pain receptors! What an interesting way to conduct anesthesia!