Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - narf03

#1
General Discussion / Re: Could heat kill raiders?
January 19, 2016, 11:21:14 PM
Quote from: zandadoum on January 19, 2016, 06:13:51 PM
Quote from: narf03 on January 19, 2016, 12:39:11 PM
Quote from: RoboticManiac on January 17, 2016, 12:26:06 PM
Yep. But you'd need the room to be a lot hotter. 90 will only give heatstroke over time, meaning the bad guys can just tear down a wall and escape. You'd need well over 150(Ish), so that they either catch fire, or are instantly incapacitated.

Room ? u expect them walk into a room and leave a door closed behind them ? normally they destroy all doors as doors do not open for them, if you leave a door open, then it wont auto close, u cant have somebody to walk pass them to close the door, how do u manage to get them into a room ?

huge room with wooden walls and fire explosive traps inside. once all enemies are inside, i have a colonist hidden in a small room closeby that comes out and closes the door. now they are trapped and as soon as they step on a trap, they are BBQ

That required alot of resource (wood) and man power(to put out fire, fix the room again) after the BBQ, and leaving a man behind ? what do you do if they split into multiple groups and a group heading to this "hidden" man ?

I would say its easier to use some other method, i can think of collapsing roof, dig a 13x13 room, the middle 3x3 will fall, so leave the center block, with its hp down to dangerous level, put chunks in the room to block off path u dont want your enemies to go, when enemies close to middle of the room, just have a sniper or a turret destroy the middle block, or put a explosion trap there, let the mountain do the job.
#2
I start with 3 hostile fractions, then i rescue some of their fallen warriors, cure them and let them walk away, that improves relation a bit and i manage to bribe my way to good relation, except the last 1 always has -100 relation, no matter how many times i release their warriors, relation never improves. Is it somehow hardcoded in game that i cant have good relation with all of them ?
#3
General Discussion / Re: Could heat kill raiders?
January 19, 2016, 12:39:11 PM
Quote from: RoboticManiac on January 17, 2016, 12:26:06 PM
Yep. But you'd need the room to be a lot hotter. 90 will only give heatstroke over time, meaning the bad guys can just tear down a wall and escape. You'd need well over 150(Ish), so that they either catch fire, or are instantly incapacitated.

Room ? u expect them walk into a room and leave a door closed behind them ? normally they destroy all doors as doors do not open for them, if you leave a door open, then it wont auto close, u cant have somebody to walk pass them to close the door, how do u manage to get them into a room ?
#4
When the temperature outside is too low, and the room is small, the temperature of the room can fluctuate alot, the number change like 10 times per second and the biggest number - smallest number can be like 10C in a second.

Is this a bug or a feature ?
#5
General Discussion / Re: Cave World-style Landing Site?
January 08, 2016, 03:58:47 PM
Quote from: silverskin on January 08, 2016, 03:19:49 PM
Anyone happen to have a map seed with a landing site that's 90% overhead mountain?

I'd love to play a landing where I had to do everything underground. Mine out every room, use only indoor power like geothermal vents. Have to deal with all my colonists going cabin feverish. Farm exclusively on hydroponics. Dig out open caverns to make ranch space for animals.
Have one single tunnel entrance through which all outside hazards must approach.

Would probably need new events for something like that, though. Earthquakes with random cave-ins or something, I guess.

For story purposes, think all the escape pods smashed through a thin portion of the mountain and wound up deep in some cavern with no way out.

I think something like that wouldnt exist, cause it will be extremely easy to cover the entire map with turrets.
#6
Quote from: TLHeart on January 03, 2016, 10:59:49 AM
in vanilla you can't.

With the hospitality mod you can build guest beds, which creates a room for the visitors to hang out in. Also the visitors will hang out in your rec room if you have one.

ok ... if somebody wants to die, u cant really help it.
#7
As per titie, they always wandering around the my turrets and when my turret start shooting, they go and collect bullets with their body. How to prevent that.
#8
Quote from: N0xiety on December 29, 2015, 03:38:36 PM
Here is another really good tip for you. When solar flare happens if you have a big base or farm like myne you won't have time to set up campfires. For example mine needs about 50 camfires set to be heated so yeah... So what i found really usefull is to have a fire room seperated atleast 2 blocks from anything flammable. You place a 10 square long wooden wall in there and light it from one end when the solar flare starts. It burns towards the other end of the wall. I keep 3 walls like this so if the solar flare doesn't end when the fire consumes the first row i light the second and if that doesn't cut it i light the third one. I have never seen solar flare lasting longer than before the third wall gets consumed by fire.

just hope when solar flare strikes, you already have proper clothing for all your colonists. at least they dont frozen to death.
#9
Quote from: A Friend on January 02, 2016, 06:01:34 AM
Quote from: N0xiety on January 02, 2016, 05:16:18 AM
Having the same problem here. Its my 10th year and there must be like more than 1000 corpses all over the map and my colonists just don't have the time for even collecting cargo drops let alone corpses. The game started lagging because of all the corpses and cargo drops that are on the ground. You literally can't walk 5 blocks before seeing another corpse... I think a system should be implemented which corpses get covered by snow in time and then dissapear into the ice sheet.

Mortars, explosive or incendiary.

u need nuclear strikes.

#10
Ideas / Need some alien colonists
January 01, 2016, 08:34:30 PM
Need more species, should be very much different from human, lets say

1) species A max skill level at 10 only, does not sleep, do not need food, upset when see somebody eating, hate light, walk speed limit at 30% in extreme light(could not see)
2) species B unable to use any weapon, able to fully recover from any type of injury as long as they manage to keep alive, grow back all missing body part slowly, melee specialist with their claws, manage to carry 2 stacks of item, 150% walking speed if not carrying anything, mine 2x faster, can only fight, haul, flick, cut tree and mine, cant do anything else.
3) species C, ... use your imagination
#11
There are corpses everywhere in my map, the temperature always below zero, so they never rot, their clothes will disappear after a while, but the body remains for more than a game year. For ice sheet alone, please do have some kind of timer that will allow snow slowly cover the body and make it permanently disappear after lets say 30-60 game days.

If they are near to my base, i would handle it, but they are so far away, mostly killed by my mortar, 2 npc fractions attacking each other, like man-hunting pack kill them.

Also sand bags, ammunition that left over by siege, the map getting more and more junk over the time. Need some sort of garbage collector system.
#12
Bugs / Please fix the prioritize task
December 29, 2015, 12:48:50 PM
When i give an instruction to a colonist to do something, like build a turret, he SHOULD keep doing it until the turret is complete, not attempt to walk away and perform other tasks. The colonist most likely has the lowest priority in construction, while all other tasks are having higher priority, he/she will simply fetch some building material to the site, then walk away, i give instruction again, it again fetch another batch of material then walk away again, even its building, it might just walk away again. please fix this.
#13
Quote from: Regret on December 28, 2015, 02:44:19 PM
Quote from: N0xiety on December 28, 2015, 08:48:47 AM
<snip>

Here is my mountain base where outdoor temps reaches -120C :) Right now there is a toxic fallout going on and its -93C just your avarage day here :) Base is centrall heated and works with a huge energy system. Even with all these energy systems as you can see i am loosing power and my batteries are getting drained... Trying to build more ship reactors since at winter for 6 months there is no sun so all those solar panels are useless and wind is very unreliable... Heating the whole base at -100C temps is a real energy siphon.
Double wall even inside a mountain. it makes a difference even on less extreme temperatures.
To be honest i never played as hardcore as you, so I may be wrong.

with good clothing -120c is ok, even -120c for the entire base except sleeping rooms to minimize power wastage.
#14
General Discussion / Re: Slept in the cold ?
December 28, 2015, 03:27:31 PM
Quote from: Shurp on December 27, 2015, 11:10:52 PM
There is no need for parkas unless you're in a cold snap or on tundra.  Have your guys wear dusters the rest of the time.  (Just untick "parka" in the wardrobe panel)

im playing in ice sheet, temperature fluctuate between -20 to -60c, without parka they will get "very cold" and might get sick.
#15
i just tested it out, digging 13x13 will make a roof collapse, a block in the middle will appear, removing that block will make another block fall on the exact spot and there is no ending doing it, ya you are right, i wont be able to make a hole in the mountain.