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Messages - Britnoth

#241
Quote from: Luroshard on May 01, 2016, 05:02:23 AM
Quote from: Goldenpotatoes on April 30, 2016, 08:22:52 PM
If you don't prepare for what you know will come then that's completely your fault.
tl;dr: git gud screblerd
pretty much this, i feel like some players are looking for their safespace in this dangerous game.

The ants are not difficult. In fact they are laughably easy once you know how to fight them.

In fact the biggest problem with the infestation is afterwards, with all the blood and gunk on the ground pissing everyone off.
Often killing them has taken so long everyone is hungry, tired, maybe with a couple of cuts and getting -15 mood from hideous environment...

The issue is there is nothing you can do when enemies teleport into your base and attack you 2 seconds later.

Drop pods you have time to get out the way of. Currently the infestation event you get no time before people die.

If Tynan wants to combat turtling up inside mountains, there are many ways to do it. Instant teleporting enemies is the most frustrating and retarded way you can imagine. It is pure RNG. Much like the rest of this update.
#242
This was an issue in alpha 12, and looks like it has continued to 13.

What happens, is that the warden walks up to the prisoner to make their 5 chats and ask to join attempt.. but then immediately gives up when they start to talk. This also seems to count as their attempt recruit check, stopping them attempting again immediately. This results in prisoners never getting talked to, and sometimes going berzerk.

This appears to happen when the prisoner is standing diagonally adjacent to the door. The warden walks up to them and stands IN the doorway, and then walks away. This also happens if you have their bed in the same location, with the head of the bed diagonally adjacent to the door while the prisoner is resting in it. If the prisoner is horizontally adjacent, they seem to attempt to recruit as normal.
#243
An animals maximum 'stomach' size is directly related to its body size. Newborn animals cannot get through the night without starting to starve because of that.

Food consumption should probably also be scaled with body size..
#244
You interrupted their resting to do something else, I don't see how this is a bug.
#245
Quote from: Goldenpotatoes on April 30, 2016, 05:26:17 PM

Haven't had an issue since seeing how I take proper preparation when building anything under a mountain

.....

Don't build your colonist's bedrooms under a mountain?

Your post contained the condition of being under the mountain. Asserting just

Quoteproper preparation

Is enough to deal with ants safely. Then you give advice directly opposite of the previous conditions you based your comment on.

Inconsistency detected.   :P
#246
Quote from: Goldenpotatoes on April 29, 2016, 02:14:16 PM
Aka:git gud

Please explain how you deal with 10+ ants teleporting into a bedroom while someone is sleeping and killing them before they can reach the door?

Without metagame cheese/bug exploits.
#247
Mods / Re: A note to modders about xml definitions
April 30, 2016, 05:18:20 PM
Quote from: 1000101 on April 29, 2016, 11:57:31 AM
It doesn't matter if you are overriding an existing def or creating a new one, you must define the abstracts you are referencing.

Okay, thanks. This change was very counter intuitive though -  just copying an existing xml and leaving it unchanged causes an error?  :P
#248
<commonality>20</commonality>

Aha! this is how you get everypawn to wear an item without overwriting pawnkinddefs??

I need to change my monkeys mod I guess....

But this mod as is has the problem that the cloak is too good... if you give pawns an item that is better cold protection than a parka.. then raiders will no longer spawn with any parkas. Which somewhat sucks on the ice sheet.  :D
#249
Quote from: koisama on April 20, 2016, 12:09:18 PM
It already works this way, just the delay is really little - only 12 seconds before hives do the initial spawn. It's not much, but actually enough to move your pawns out of the way even if you have to deconstruct a steel wall or two. And it's actually longer than drop pod open time which is roughly 8.5 seconds.

What version are you playing where they wait for 12 seconds? It is more like 2 seconds for me...

If they spawn in a bedroom, they often incapacitate them before they can get out the door...
#250
Mods / Re: A note to modders about xml definitions
April 28, 2016, 09:43:11 PM
Quote from: 1000101 on April 27, 2016, 03:08:59 PM
The abstracts are not intended to be scoped across mods and therefore if you use an abstract parent, you must define it.

Hmm, does that include using an abstract that is used in a definition you are replacing, not a new one?

I originally had all abstracts defined in my mods, but have intentionally removed them to duplicate the new xml I saw. :/
#251
QuoteAll the crops will die before they even get close to being ready for harvest.

Wonder if I keep repeating this enough times it will start being read.  ;)
#252
QuoteI want to hear about exploit strategies!

If it is an exploit, I'd argue it isn't strictly a strategy. Generally just abusing a bug or serious behaviour oversight in the AI.

There has only been 1 or 2 real bug exploits in 9 pages of this thread.  :P

Oh, and if out ranging a siege is an exploit, then the seiges are an exploit too, as those mortars out range my pistol. Next siege I should just use dev tools to delete them, I guess.  :o
#253
Quote from: b0rsuk on April 28, 2016, 10:05:43 AMWhy not cover a big area with plain lamps ? Only 200W and you still get 60% growing speed. You can afford 8 plain lamps for a single sunlamp! If you account for the reduced effectiveness, that's 8 * 0.6 = 4.8x more effective use of power.


Try it, and enjoy starving to death between raiders bringing you their meals.

60% light is not 60% growth, but 20%. Even for rice in hydroponics that is only a 46% growth rate.

All the crops will die before they even get close to being ready for harvest.
#254
General Discussion / Re: Nonsensical Sieges
April 23, 2016, 09:09:14 AM
Quote from: Mathenaut on April 22, 2016, 12:26:11 PM
Night raids don't really work on sieges anymore.

You'll need to harass them with a longrifle until they attack.

Night raids still work fine. As long as you are not outnumbered (shouldn't be if its the first siege) you can kill them just using wooden logs...
#255
Edit: Removed for a14.