They should definitely give up if their siege hasn't opened up any new paths for them to enter, or hasn't done nearly as much damage as they have hoped for.
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.
#168
Ideas / Re: Ivory crafts and weapons
June 18, 2016, 04:33:00 AM
And then add another spacer faction called The Game Wardens that has a chance to drop on you if you made any of these. :-)
Just kidding.
Just kidding.
#169
Ideas / Re: Copy Bills
June 18, 2016, 04:29:18 AM
This would be great. Either a copy/paste function or the ability to use bills from the global pool.
#170
Ideas / Re: Growing and Mining Tweaks
June 16, 2016, 06:09:40 PMQuote from: Kegereneku on June 16, 2016, 01:38:02 PMProbably the best advice out there. Fixes at least 50% of all problems discussed on the forum.
Stop overworking your pawns
#171
Ideas / Re: Your Cheapest Ideas
June 15, 2016, 04:39:12 PM
Is it possible to show how many tiles a (growing) zone covers when selected?
#172
Ideas / Re: Change auto target for pawns
June 12, 2016, 05:15:13 PM
+1
Maybe also make it so that only a pawn of certain skill and above actually knows optimal ranges.
Maybe also make it so that only a pawn of certain skill and above actually knows optimal ranges.
#173
Ideas / Re: Allow direct crafting from stone for certain items
June 12, 2016, 05:09:55 PM
Back on topic, I'm not sure you'd want to craft stone weapons anyway. Cool down and sharp damage modifiers are rather unfavorable.
#174
General Discussion / Re: I want to hear about exploit strategies!
June 12, 2016, 05:06:46 PMQuote from: Mossy piglet on June 12, 2016, 04:41:48 PMThis gives you all the componentsDoes it?
#175
General Discussion / Re: So tell me about bugs...
June 08, 2016, 04:43:59 PM
I won't pretend to understand the bugs mechanic, but I've had them spawn in places that are not necessarily under a mountain (overhead). For example, on a flat map, I had a couple of rooms under a mountain roof, but the bugs kept appearing in random places all over the base. As for dealing with them, they are susceptible to fire. Lob a couple of Molotov cocktails their way while they aren't looking. It's going to be messy either way, so why not?
Might not want to do that inside a mountain, though, unless you have a ventilation system in place.
Might not want to do that inside a mountain, though, unless you have a ventilation system in place.
#176
Mods / Re: [Mod Request] Item-ized Power Storage
June 08, 2016, 09:24:35 AMQuote from: Miner_239 on June 07, 2016, 11:59:28 PMAh, you're right. There should be a variant that automatically makes power cells (i appreciate if you can do this first, tho).I don't know how to do this without getting into coding.
On the other hand, with a bit of XML editing, you can allow pawns to "itemize" power by crafting. Energy stored would be energy consumed multiplied by working time (with some energy wasted as well). The process could be shorter on the receiving end, requiring much shorter working hours - discharging a lot of energy quickly (topping off the batteries or something like that). Empty cells could probably be recycled. This would be terribly inefficient for distribution, as I said. Might just work for selling, not sure, would have to check the numbers. So far the trend in A13 is that products are worth less than resources, so I'm not sure this would work.
Will definitely think more when I have more time.
#177
Mods / Re: [Mod Request] Item-ized Power Storage
June 07, 2016, 10:20:09 AM
You need a building that would pump out these power cells without pawns having to work for it, because I'm not sure it would make much sense otherwise. If you are okay with pawns having to work for it, then I can compose a mod for you that adds power cell production, which are used in a fueled-generator type of building.
#178
Bugs / Re: [W|0.13.1135] "Slept in cold" thought conflicts w/maximum comfortable temperture
June 06, 2016, 03:29:38 AM
So, in the next example, it is the temperature between 7 and 12 degrees that you are talking about?

http://i.imgur.com/QauI119.png
Below 7 degrees the pawn will have "slept in the cold" thought.
Between 7 and 12 degrees the pawn will have both "slept in the cold" and "hot" thought.
Above 12 degrees the pawn will have "hot" thought.
Above 32 degrees the pawn will have "extremely hot" and "slept in the hot" thought.
So, no temperature where there are no thoughts, is this what you mean?
I am following this topic to see what the devs have to say. To my mind this can be easily circumvented by wearing something a bit lighter. Temperatures below 100 are not commonplace and there is no need to wear full muffalo wool apparel. But, I agree. If it's a bug - should be addressed.

http://i.imgur.com/QauI119.png
Below 7 degrees the pawn will have "slept in the cold" thought.
Between 7 and 12 degrees the pawn will have both "slept in the cold" and "hot" thought.
Above 12 degrees the pawn will have "hot" thought.
Above 32 degrees the pawn will have "extremely hot" and "slept in the hot" thought.
So, no temperature where there are no thoughts, is this what you mean?
I am following this topic to see what the devs have to say. To my mind this can be easily circumvented by wearing something a bit lighter. Temperatures below 100 are not commonplace and there is no need to wear full muffalo wool apparel. But, I agree. If it's a bug - should be addressed.
#179
Releases / Re: [A13] Miniturisation v2
June 05, 2016, 04:42:44 PM
There you have it. Thanks for the info.
#180
Bugs / Re: [W|0.13.1135] "Slept in cold" thought conflicts w/maximum comfortable temperture
June 05, 2016, 04:05:52 PM
No, of course. Apologies. I didn't understand you meant having both thoughts at the same time is the bug. It's not clear from your bug report what you expected to happen and what actually happened.