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Messages - asanbr

#181
Quote from: NeverPire on September 01, 2017, 05:15:45 PM
In my opinion the real problem is that they were considered trapped when they were not.
I think they would be supposed to see the open exit path and take it even if it is long.


In this case the path wasn't even long, it was a completely normal base with a few stone doors (max 3) for them to pass, and walking out would have been a lot faster than mining through the same number of stone walls, as they did now.

The straight-line distance was 20-30 tiles and the actual walking distance less than twice that for them to go through the doors.
#182
General Discussion / Re: Your Strangest Bases
September 02, 2017, 07:18:50 AM
Some alphas back, I had a base that either had too much food or somehow didn't depend on growing food. Can't remember.

Either way, I somehow had no problem letting a poison ship stay on the map for long times, so I would build large wall sections across the map so that any raid towards my base would have to pass the poison ship and the mechs, effectively using them as guard dogs.

It was hilarious and they took out so many raids before they were finally down.

This was before trade caravans.

Will add screenshot later if I can find one.
#183
Quote from: J_Dawg_27 on September 02, 2017, 02:47:12 AM
Try taking away its sleeping spot so it sleeps wherever.  They tend to hover around where they wake up until hungry.

I have a army of wolves and foxes that I keep around both for the hauling and the small animal population control.

If sleeping spots could be assigned, like beds, then this would be a great idea. But I want to keep my dogs together, so I need to have sleeping spots for them. The grizzly could walk freely without trouble.

What do you gain from "small animal control" ? Less grain wasted on rats?
#184
Quote from: Bozobub on September 01, 2017, 10:18:56 PM
Maybe a joywire?  I think that's the closest to what you mean.

I think maybe you mean a painstopper implant. But I'm after a cheap, one-time solution that any other pawn (except those who can't do medical, obv) can give them right now.

A surgery is risky, takes time, and high medical skill.  Doesn't fill the need here.
#185
So I noticed this twice now. During a mech fight I made an effort to not hit them, but they go hostile when my EMP grenade hits them. Does the EMP even do anything to humans? I thought it only hurt mechs and thus would be safe  in the messy close combat.




#186
When downed it is sometimes critical to get them up asap. I have found that rescuing them to a bed will sometimes make them able to walk, and tending / feeding them seems to improve recovery speed.

But is there any instant fix?

Wake up? Go-juice?
#187
Ideas / Area creation tool with radius
September 01, 2017, 07:48:37 PM
It would be fantastic if the Create / Expand area tool had an added option of setting 1 point and choosing a radius, to create an allowed or disallowed area.
#188
Heat wave, psychic drone etc etc don't have jump to location.

It's just unneccessary to have to look it up by clicking around.
#189
It happens all the time that I don't know a trade ship is there and then I get the message that it left without having had the opportunity to trade with it.

It most often happens because there is a solar flare so the beacon is off when they arrive, then you don't get the message that they arrived and thus you don't know.

I want a notification so that whenever a ship is available there is a notification. Ok, make it fair to the game, that this notification is only on when the orbital beacon is powered.
#190
Also, when you get drop pods you would have to get the things immediately or it would lose usefulness. Even if combat is going on. Even if there is a heat wave and everyone is starving or has plague.

After a harvest, you would have to micro so much to get quality food and make sure things aren't partially spoiled.

Etc.

But I really wanted to add that you are already punished in that damaged things lose a lot of selling value. I think that's perfectly fair. It means you can still resort to crafting but cannot commercialize it properly.

Also, it's easy enough to forget since nothing actively points out that things are deteriorating. Easy enough to just forget and lose it, as a type of punishment for leaving it out in the sun.

#191
Quote from: ison on September 01, 2017, 08:58:05 AM
Thanks for reporting, I think it needs to be fixed. It happens because TakeWoundedGuest has <forceCanDig>true</forceCanDig>, so they just take the shortest route. Not sure how to fix this though, maybe only let them dig if there are enemies nearby.

If you only let them dig if there are enemies nearby, wouldn't we be back to the exploit of walling in friendlies?
#192
I would have just let them dig it out if it wasn't for the guy with grenades. He was causing too much trouble. So I dev mode downed him.
#193
But are you sure you want this? A mortar shell hitting your medecine & bionics pile isn't bad enough? If it wasn't destroyed already, you will actually have to burn all that medecine or gamble on random catastrophes.

Or food poisoning / whatever the consequence would be of that?

I think the deterioration system is fine as it is. You can't repair stacks of things, and they slowly disappear.

I was actually wondering if it would affect quality but haven't bothered to test it since nothing indicated so. Thanks for confirming it doesn't  :)
#194
Ideas / Re: Remove roof collapse from the game
September 01, 2017, 04:14:07 PM
Quote from: shentino on September 01, 2017, 01:37:41 PM
Some degree of micromanagement and planning ahead are part of the rimworld tradition.

Yes, some degree. Some degree of AI is too. Or do you prefer hunting like it used to be, with constant friendly fire?

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Having a roof fall on your colonist's head because they were careless not to remove the roof first is about as fitting as having a short circuit because you left a battery outside where it could get rained on.

No, this is completely different. I'm not going into it again, I will just state a huge disagreement.

Quote
Also, it's realistic.

Do you think it is realistic that a person with "planetary expert" skill level of construction cannot deconstruct a 4x4 building without being told and double / triple checked in sequence over several steps how to do it, just so he doesn't kill himself destroy random body parts, esp eyes?

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Finally don't forget that colonists aren't the only ones that can destroy walls and cause a collapse.  Enemy raiders or even an out of control fire can do the same thing.

Yes. My original post may have been misdirected. I should change my suggestion to "improve AI to avoid obvious roof collapses" rather than removing roof collapse entirely from the game.

#195
Ideas / Re: Mining Bases
September 01, 2017, 08:57:35 AM
What is the problem really?

Edit: what do you mean by 'overpowered' ? Too difficult to get more steel? Too easy to set up mining bases?

The map has infinite tiles for all practical purposes, for you to set up mining bases. Why do you want a restricted, limited version of this?

I haven't abandoned a base yet. It is useful to keep it even if it isn't populated for a year, since space ships drop, animals join and sometimes wanderers.