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Messages - sadpickle

#121
Outdated / Re: [A17] Invisible Conduits
October 21, 2017, 09:00:31 AM
Thank you!
#122
Caravans feels broken tbh. I hope Tynan is making them more robust instead of micro-hell.
#123
Outdated / Re: [A17] Invisible Conduits
October 20, 2017, 05:28:23 PM
Bump
#124
Releases / Re: [A17] Mending
October 18, 2017, 08:53:59 PM
Does this mod require a new save to function or will parts of it break if I try?
#125
Quote from: Mutineer on October 18, 2017, 04:35:00 AM
I have a char that constantly go on Go-Juice binges, wracking up the tolerance and been constantly useless.
Arresting him lead to him go berserk and because he does not feel pain beating him up lead to his death.

Any ideas how to handle him to keep him alive and useful. Any general ideas how to handle chemical fascination chars? Besides having a chemical-free colony?
What Albion said. Too fast for me!

As far as I know the only way is to literally put a wall between the offender and the drugs. It's probably easier to wall off the drugs than the guy taking them. Perhaps make 1-tile stockpile with a wall-building material right next to the door to the drug room to make walling off as painless as possible.

I seem to remember having a large colony of some 25 colonists. At least one of them must have been the fascinated. All I did was keep the drugs in a room behind the hospital, with a door. But this was so long ago I can't say for sure it kept him out.
#126
General Discussion / Re: Hydro Basin Pro Tip
October 18, 2017, 04:56:38 AM
What about using wood-burning generators to power hydroponic setups?

According to the wiki, sun lamps take 2900W when lit. You can fit 24 hydro into a sun lamps' radius, 24 x 70w per is 1680, which gives us a peak power usage of 4,580W. With each generator producing 1000 you would need 5 to keep everything running. But when the sun lamps switch off you would only need 2 to keep the hydro from losing power. Generators produce heat, so if they're inside the greenhouse you might not even need heaters, leaving 420w (my favorite number, ha) leftover.

I'm not sure this is viable without an enormous amount of space to grow trees (75 x 5 = 375 wood every 3 days or so) but I'm no expert, maybe there is a workaround.
#127
Bump?

Should definitely be a construction job. I (now) agree with the rationale, it's a bit absurd to become a master gunsmith from cutting blocks all day.
#128
Quote from: Andy_Dandy on October 18, 2017, 04:24:22 AM
It's a good thing it's annoying, because if not you as a player would not bother. What's the value of implants or keeping your pawns healthy if it really doesen't matter that much?
We all WANT to keep our pawns healthy; the fact is implants are super-rare in vanilla and it's really easy to get gibbed in a fight. No one is arguing that there shouldn't be some sort of malus for injuries. What's really annoying is losing a finger and suffering a 10% reduction. Even if it was a thumb, that seems severe. It's not a simple matter of zero fingers = zero manipulation. People adapt.
#129
Quote from: Snafu_RW on October 17, 2017, 06:34:07 PM
As of A17 at least, weps trading gets - (yes minus) 80% value debuff, so for value you may well be better off trading raw mats..
Really, I did not know this. Now I wish I had all those great-quality plasteel longswords back...

I need to check the values of these things more often.
#130
Quote from: Evillee on October 17, 2017, 09:12:23 PM
Be a one armed construction master, getting ready to start, get hammer, prepare to nail in the nail, can't hold the nail since I have one hand.
For something like that, the simplest method is to make a starter "hole", basically a small divot the nail will rest in. This is how you hammer small nails that are too tiny to hold.
#131
Quote from: BugPowderDust on October 15, 2017, 08:00:24 AM
Thanks Snafu and the others, really helpful replies here.

I managed to get my growers to 8 using the tips earlier in this thread, and grew a large amount of healroot in rich soil under a sun lamp indoors. Now my medicine issue has gone, I am struggling for components- fortunately, I have found a seam of plasteel that I am selling for a tidy amount, so I can keep up with component demand- for now.
I wouldn't sell the plasteel directly. It might seem tempting as a means of quick funds for little work, but plasteel has many uses (and don't get me started on mods that use it, then you're dying for more all the time). Stone statues are my favorite export, since I am usually knee-deep in blocks (gotta process those chunks) and simply don't need that many walls.

If you really want to sell the plasteel, consider making weapons out of it. You should get a much better return on anything normal quality or above, I think. Might want to get out a calculator to be sure. I'm not sure what gives you the best return, I am sure that information is around or someone here knows.
#132
I second the notion that injuries should result in tasks taking longer, but not failing more often. Failure should be tied to skill.

If I tried to make a bookcase IRL, I would fail (or it would be really shitty and lopsided). Not because of my health (which is perfect) but because I don't know the first thing about carpentry. If I was a brilliant carpenter but down to 1 arm, I am fairly certain I could make a perfect bookcase. It would just take me longer than a person with 2 arms.
#133
General Discussion / Re: Best Defenses?
October 16, 2017, 05:47:06 PM
Well, 2 turrets is usually not enough. I'm playing modded so I can't give you any vanilla examples. The favorite defense of most is a killbox. It is essentially a deliberate opening in your walls which you fortify with turrets, traps etc. Non-sapping raiders will look for a path into your base and if there is only one, they will walk into the killbox. Sappers will still tunnel through your walls, taking the shortest path available.

Really though, the best defense is well-armed colonists. With sufficient numbers you don't even need turrets.

EDIT: Also, check the coverage percentage of things. Sandbags are only ok; they're not great. A wall is better.
#134
Outdated / Re: [A17] Invisible Conduits
October 16, 2017, 05:42:02 PM
The attachment has been deleted "due to age". Is this still supported or can we get a re-up?
#135
Caravans need a lot of work before they are viable for me. It's a combination of the ridiculous food requirements and the ease with which one can summon a steady supply of caravans when they have a powerful economy. Once you're self-sufficient to the point you can send out caravans, you just don't need to anymore.

The sledgehammer fix is take away all the silver from traders; force the player into barter. Force the player to trek out to trade for money. Or make it so money cannot be used to request a caravan.

The gentle but dumb fix is remove food requirements from a caravan; if they have a gun or growing skill they can hunt/forage. This would eliminate some of the headache. Also would be nice if there was say, a mountable animal that increased movement time.

What is the west without horseback anyway?