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Messages - carbon

#361
Fresh food > Frozen food.

Wargs aren't savages, you know. On some Glitterworlds, wargs are employed as full time food critics.
Needless to say, bad chefs don't last long in the business.
#362
You should be investing in glitterworld meds to install bionics until you have a surgeon with >= 100% success chance. There's no reason to not spend 80 - 100 silver to protect your 1200 - 1400 silver bionic part and colonist.
#363
General Discussion / Re: Firefoam poppers explained
September 17, 2016, 01:02:08 PM
Does the firefoam popper leave behind any resources when it destroys itself upon use?
#364
Cool. It's nice to see someone actually try to crunch some numbers on it.

I'm curious as to how you came upon the workAmount numbers. Certainly you could take the raw listed work required at a drug lab / brewery and divide out a result, but that is really only a small fraction of the actual amount of work involved. Even getting the raw resource to the production bench requires a minimum of three jobs (plant, harvest, haul).

There's also a physical space consideration that weights heavily against beer, which requires it's own climate-controlled fermentation room and only stacks to 25 deep for the final product (flake goes to 500).

----

If you wanted a another hard numbers thread you might check out this. Although it never really got fully developed.

There's also a discussion of beer making as of A15 here. Although it deals as much with the intoxication effects as profitability.
#365
A previous discussion of drug economics.
#366
It has nice symmetry.

Who doesn't like inversion centers?
#367
People noticed. Just assumed it was weirdly intentional. What's a few skewed shadows between friends?
#368
General Discussion / Re: Hauling raw resources
September 16, 2016, 06:38:26 PM
Haul jobs get assigned based on how close things are, with the closest assigned first. If you have a significant backlog of hauling jobs and more being made, your pawns may never be able to do the farthest jobs.

You either need to move more people / animals over to being haulers so they can keep up, or find ways to cut down on frivolous haul jobs within your base.
#369
General Discussion / Re: Trouble with Drug Policies
September 16, 2016, 06:28:46 PM
I was under the impression luciferium binging was patched out (since it really isn't a recreational drug), so I don't think you need to worry about others foolishly dosing themselves.

I'm pretty sure the "amount to take" number is how much they pick up when they run out and need to grab more from a stockpile. Given that the luciferium addict still hasn't run out yet, they haven't needed to grab more. The idea behind that function is to limit the number of trips to the stockpile.

---

I don't know how the mood level trigger interacts with the timing, but I'm going to guess Both have to be set to TRUE (condition met) for them to take more.

Hypothetical Example: Alcohol dependence causes withdrawal every 1.5 days. You've set them to 'once every 2 days' and 'below X mood'. When they go into withdrawal they trigger the mood component of the requirement, but not the time component, so they are sitting there hoping to make it to 2.0 days passed to take another drink.

So what you want to do is put them on whatever time setting is slightly shorter than the time to withdrawal, plus a mood trigger to detect the onset of withdrawal.
#370
Ideas / Re: Raid Balance
September 16, 2016, 02:03:05 PM
*Builds El Dorado*

*A bunch of Conquistadors show up thinking they own the place*

Seems accurate enough. :D
#371
General Discussion / Re: Speed run challenge
September 16, 2016, 12:42:59 PM
See attached.

You'll need to compress the file to a .zip or the like to be able to upload it here.

[attachment deleted by admin - too old]
#372
Ideas / Re: Raid Balance
September 16, 2016, 12:19:51 PM
Gremdavel, do you happen to still have the save file to go back and quantify total wealth, date of second raid and whether this really was on extreme difficulty?
#373
General Discussion / Re: Speed run challenge
September 16, 2016, 12:11:39 PM
I think this would be a lot more fair if a save game from the very start of a colony is handed out. Else this is really a challenge as to who has the most patience to brute force the RNG.

Also, no mods?
#374
Needs more doorbell.
#375
General Discussion / Re: What happens after ship launch?
September 15, 2016, 11:35:32 PM
Yeah. The end game is a bit underdeveloped.

Although you're technically not supposed to have an everlasting colony, the incentives really aren't there for you not to.