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 - carbon

#151
Bugs / Re: (A16 Unstable) Non-stop kibble making
December 20, 2016, 08:21:18 AM
Without looking at the save game, are you having it taken to directly to an appropriate stockpile or just dropped on the floor?

The game will only count items currently in stockpiles for "make until X" purposes.
#152
If you replace the limbs of a pawn with bionic limbs (or other artificial parts presumably), the pawn's mass is significantly reduced as game calculates things as though the pawn is still missing body parts.

That's incredibly useful for drop pods that track capacity by mass, but not very realistic.

Artificial limb mass needs to be added in at some point.

Note: the "gear and inventory mass" only includes clothing and a fine meal, I double checked.

[attachment deleted by admin due to age]
#153
1) Mini-fied furniture have uniform masses despite being made of things of vastly differing densities.

2) Pod Launchers are have flammability = 0% despite being made of steel (flammable), components (flammable) and varying amounts of fuel (VERY flammable).

3) So far the amount of glitterworld meds I've seen available for sale at outlander bases hasn't been enough to keep up with the supply of bionics. And in general, the bases have way too much silver relative to the amount of goods they actually sell. I keep having to walk away from bases with 1000s of silver, because the bases simply don't have anything worth buying.

4) Caravan speed appears to be determined by the average of all members instead of the slowest. Adding some faster units to a caravan speeds it up, even if they aren't helping to carry any of the load. Haven't tested it, but adding a few squirrels / rabbits to a caravan shouldn't make it go significantly faster.

5) Drug labs don't use electricity or fuel. Good luck trying to do much real life chemistry without so much as a hotplate or burner (or chiller, or mixer, or centrifuge, or exhaust system, or various chemical analysis instruments).
#154
Pemmican, as a trading good, is just as strong if not slightly stronger than it was in A15 (based on my quick foodstuff -> bionics conversion math [A15= 550:1, A16= 525:1 @Intense]). Given that you no longer need to spend silver to call in traders (just send a pemmican-fueled one yourself), it's quite possible this is an overpowered strategy, although I'll need to spend another day or two with it to be sure.

The one thing working against this is the temperature de-buff to the stove-in-freezer setup, but even that isn't slowing things too much.

Pemmican is also comparable to silver in value per weight, so a caravan full of pemmican converts nicely to a caravan full of silver. I can't help feeling we should just convert to a pemmican-based economy.

----

Also, I saw a muffalo eat entire fully-grown cactus. Is that intentional?

----

It's fairly easy to miss the notification that a caravan has arrived at its destination (I assume there's an accompanying sound as well, which I don't hear with the volume shut off). I'd prefer it if there was some persistent visual cue that you have a caravan awaiting further instructions. Either the clock (L) idling symbol on all of your caravan member's portraits, or convert the 'your caravan has arrived' thing into a yellow / blue card like the current initial "caravan ready" card.

I don't particular like the idea my colonists could ultimately starve to death because I didn't see a small, 5 second notification.
#155
This probably isn't technically a bug, more a weird edge case of the combat AI unable to cope with the situation, where hopefully some minor improvements could be made.

The raider 'Skye' is located at an exterior corner of a building. Either side of the corner is flanked by one of my colonists. Instead of pulling back to a piece of cover that isn't flanked (there are several around), Skye will continue to dance between the two sides of the corner seemingly forever.

Save file of the situation attached. I have disallowed firing of the two colonists doing the pinning, so you should get several seconds of good dancing to enjoy.

[attachment deleted by admin due to age]
#156
I've been playing intense (randy) consistently throughout A16 stuff and haven't gotten more than the typical 1/3 or so with hauling / cleaning issues. Probably just the RNG gods messing with you.
#157
True, but for really long trips it starts turning trip times into seasons and days (while food time is just days), so the margin will go very negative when it really counts.
#158
General Discussion / Re: Why megasloth and penoxycline?
December 16, 2016, 06:34:26 PM
Although I intuitively liked and understood the name change to penoxycline, I do sort of agree that it runs counter to the RimWorld motif of using compounds or derivatives of relatively common English words to get a name (smokeleaf, chemfuel, lucfierium).

Since penoxycline seems mainly geared toward staying healthy in the tropics, it seems appropriate that it be named "tropi____".

Perhaps:
Tropicare           nope, already a thing
Tropiclean          same
Tropiclear          gah!
Tropisafe?          not a thing! but doesn't really roll off the tongue.
Tropecure?        (Tropic + secure) also not a thing! although it sounds like cure, which it isn't.

This is harder than I thought.

Wait! I got it!
Tropicblock!      how?! why?! **** you bikinis!

I give up. :(
#159
Psychite refers to any drug produced from the psychoid plant (yayo and flake). Analogous to the real world use of "opiate" drugs derived from plant-based opium. Probably couldn't hurt to add a simple -Psychite- label to the drugs' descriptions.

Taking luciferium to inventory is already a thing. Did you miss it (need to use a schedule) or are you asking for some other inventorying mechanic?



[attachment deleted by admin due to age]
#160
Did the name generation for factions change recently? I don't remember them getting quite that long.

Maybe abbreviations or word wrapping would be appropriate.

[attachment deleted by admin due to age]
#161
I believe if you send them to a tile adjacent both the starting and target locations, you'll be able to enter the destination instantaneously, by going to world map and ordering them to enter the destination.

Also works for Attack if the destination is foreign owned.

Trading requires that they actually navigate to the center of of the destination tile via world map travel (non-instant), which is presumably analogous to them walking around the foreign camp. Probably for the best.
#162
Unless I've somehow missed it, it would be really handy if the info tab lists whether or not a colonist / animal can carry things in a caravan and how much.

It's frustrating to train a Retriever to haul, only to find it can't (apparently) serve as a pack animal in your caravan.
#163
Bugs / [0.16.1388] Pawn 180-No-Looks at horseshoes
December 15, 2016, 03:54:45 PM
Could be a bug, could be my pawns just have mad skillz.

I have a pawn facing south while throwing horseshoes toward a pin to their north.

Possibly related to the North facing bug... I'll let you dig farther.

Save file of 'Potts' showing off his sweet horseshoe skills is attached.

[attachment deleted by admin due to age]
#164
General Discussion / Re: Colonists don't like floors
December 15, 2016, 02:32:49 PM
It kind of would be nice if there was a special "Stained hardwood floor" or some such that represented a pretty wood floor. It would require extra work and maybe a special trade-for-only wood stain component, to make it balanced.

By comparison, the existing flooring is probably just planks thrown on the ground. Watch out for splinters! (there are no shoes)

---
Anyway, improvement ideas should be directed to the suggestions subforum if you want them to be real.
#165
Quote from: MikeLemmer on December 15, 2016, 09:47:53 AM
... colonists on fire would eventually put themselves out ...

They still put themselves out, it just takes a bit (RNG-based, I assume). I just watched a pawn do it in 0.16.1387.

The other mechanics you mentioned (fire increasing while running and going out upon rescue), are standard pre-A16 stuff. I used to hunt boomalope and that's consistently what one would see while doing it (mainly it was the boomalopes on fire, thankfully).

It's possible there's a minor tweak in there somewhere (exact timing, RNG, etc), but the fundamentals really aren't new.