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Messages - Shabazza

#61
Quote from: milon on April 14, 2016, 11:51:05 AM
I experienced this earlier today.  I was playing with Dev Mode, but no mods.  I believe I built the power lines first, and placed a Steel Electric Tailor bench second.  It did not connect to power, and there was no Reconnect button.  Building 1 more power tile fixed it, connecting the bench to the grid & enabling the reconnect button.  I don't expect a save would be useful since I played for a few hours after that.
Hm.
I actually also used dev mode in the first A13 save I played. The problem was happening very often then. Shoul've mentioned this, I guess.
Not sure if it really has something to do with it, or if it just was a coincidence.
But after I switched that very same save to normal mode, I did no longer expierience this behavior.
I played for some hours now in the same save, without noticably cumulated occurrences of this bug.
So it might actually have to do with a wrong building order, or the abnormally fast placement of stuff you usually do in dev mode.
Or a combination of these.
#62
Ideas / Re: THE ANIMALS ARE EATING MY POTATOES!!!
April 17, 2016, 08:59:37 AM
I also find this annoying. Especially when being visited by friendly traders, they swarm your base without respecting closed doors
and let their muffalos eat your lavish meals...  >:(

This should be changed, so the traders camp outside of your own rooms.
#63
How do you usually outfit your colonists to be prepared for raids that become harsher and harsher?
Is it sufficient for you to just use the stuff of those dead raiders to be prepared for harder fights,
or do you craft higher quality weapons yourself to not fall short in adequate equipment at some point?

I ask, because I actually never made it to later stages in the game where mechanoids and other pesky enemies begin to show up,
because I tend to challenge me with a tough environment rather than a tough storyteller.

But I'm really curious how you prepare properly for defending against late-game raids when you go the 'way of the warrior'.
What are the most promising ways to always be a step ahead of the raiders?
How do you distribute meele and ranged guys?
#64
Can't wait for the robots.
I totally need that hauling robot, so my colonists can do the more important stuff.
#65
Nevermind. My cook made some more kibble now.
I still don't know what was holding him back.
Strange. But it seems to work somehow...
#66
I re-roll them until I get all three with a meele or ranged skill (at least two with decent values and one with at least the basic ability for one of them).
One colonists must be an excellent doctor.
One colonist must be a good scientist.
One colonists must be a good miner/constuctor.
And I also try to have all three colonists being generally capable of every ability.
Last thing I look for is, to not get negative traits that are clearly problematic for everyday colony life. (abrasive, slow poke, depressive, ...),
or that effectively cripple a colonist without hope. (slothful, lazy, bad back, 96 years old, ...)
#67
Ideas / Re: Cooking: Min - Max settings.
April 16, 2016, 10:32:36 AM
I like the idea.
As I usually have a serious task queue for my few colonists, freeing up more and bigger time slots
would really help getting all that work done.
#68
Quote from: A Friend on April 15, 2016, 08:41:30 AM
Diseases are too random. Maybe they could be triggered other factors.

Maybe gut worms and can be tied to the cleanliness of your food storage.
Parasites for eating raw food.
While Mechanites could be caused by being near mechanoid corpses for too long.

Make it feel more like "Shit, I should've taken care of this earlier" instead of "What the fuck is this BS."
Nice suggestion. You should add this in the Suggestions forum.
It would offer more strategic decisions and add some more depth to the game without being as annoying as it currently is.
#69
General Discussion / Re: How to make dry food?
April 14, 2016, 12:36:15 PM
Quote from: Rahjital on April 13, 2016, 04:01:35 PM
Dry food? You mean kibble? If so, ensure that the colonist has access to both vegetables and meat, kibble needs both despite being made on the butcher table.
They have access. They are hauling stuff from and to my storage all day long.
I also deleted and re-added the bill.

#70
General Discussion / How to make dry food / kibble?
April 13, 2016, 03:49:21 PM
I have a lot of meat, potatoes and berries in my freezer.
But I can't prepare "kibble" at the butcher table. "No material".

One of my guys made some in my early colony days of my current colony.
But never again.
What do I need for this?
I have a bill for it set up with highest priority and I also tried to suspend the bills in the cooking stove to encourage my cook to make that dry food.
But no luck yet.

EDIT: Is "kibble" really the english word for this?
My dictionary does not have a translation that's even near the meaning of the german word in the game... oO
#71
Looking forward to the A13 release.
And I hope it will also bring some balancing changes.
The current versions items were pretty much obsolete, due to the inefficient parts compared to their vanilla counterparts (stand-alone heaters/coolers)
and parts without noticable dimishing returns (supplying almost any number of duct outlets with a fixed number of duct coolers).
#72
Quote from: Omaley on April 11, 2016, 04:19:36 PM
Body parts have to be frozen, if you click on them, you can see they can spoils quickly ;)
Ha? Organs do not spoil and don't need to be cooled. Or was that meant ironic?

Actually, I'd like them to spoil like food. Would be more realistic.
And being able to harvest limbs and organs from dead people (depending on the time the corpse was already dead and not frozen) would also be cool...
#73
Thanks for updating!
I'm totally addicted to this mod.  ;D
#74
Since A13, I noticed that lamps, auto doors and other power consumers often fail to find the power net connection,
even if one or more powerlines are directly next to them.
Workaround is to add a wire in the vicinity of the bugged consumer or to rebuild the consumer.
The "reconnect" gizmo does not fix this, as one would expect.

I never noticed this behavior in A12. At least not nearly to that extent.
#75
Quote from: Mikhail Reign on April 09, 2016, 06:38:09 AM
Quote from: Shurp on April 08, 2016, 08:11:40 PM
So has anyone tried using a cooler as a heater?  Put it in backwards intentionally in a bedroom, set it to -200, and see how warm the bedroom gets?

Yup. I have a nice thread where I heated an entire base using only coolers on a -100 map. I'll chase up the thread in a minute

EDIT: https://ludeon.com/forums/index.php?topic=8154.0
Where is the point in doing that, except....for science? Coolers use 100% more power than heaters for the same heating effect...