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Messages - AnDelusionalDog

#16
In case anyone is curious I did place a fueled generator in front of the exhaust of an ac unit. The freezer was always hovering between -1 and -2 so just barely enough ac units to keep it at its set -2.

There has been no change. Granted only one is blocked but I would think I would have noticed.

So blocking the exhaust shouldn't matter.
#17
Are your other colonists  incapable of violence?
#18
Yeah I'll just test it... ill post my findings.
#19
I tried to search with no luck... Sorry if this has been asked.

So when placing an ac unit if there's say a generator in front of where the ac exhaust is it won't let you place it. Saying something like both sides of the ac vents need to be open.

However I can place a generator in front of the exhaust if the ac is placed first.

So are there any negative consequences to doing this?

Thanks for any input.
#20
From what I hear Yorkies nuzzle the most and cats are the second most.
#21
When it's released we'll let you know...

getting it on steam is easy though. just put the code in steam once you get it.
#22
Ideas / Haul job for construction mats.
June 26, 2016, 02:24:44 AM
So I think it would make sense if the hauling job could also allow the haulers to carry materials to construction projects so the builders  could build. I also think builders should continue hauling to the build site as well.

Just thought this would be a nice addition and didn't notice the suggestion after a quick search.
#23
Ideas / Re: Manual Priorities to 6
June 26, 2016, 02:21:56 AM
I would love 5 or 6 manual priorities. Definitely should be added.
#24
Wow lots of great ideas. I still wish the animals would attack enemies without being attacked first in open areas... had an enemy walk right past one of my bears with the bear just watching him as he walked over and attacked one of my people.

Releasing the cougars for fleeing enemies sounds amazing and the chicken zerg would be great if anyone ever had chickens for trade.

I literally have about 200 hours into 3 colonies so far and have only had unfertilized eggs for sale so far.

Thanks everyone. I love this community.
#25
Quote from: Vaporisor on May 29, 2016, 08:11:22 PM
Well, they are trained to keep with owner not attack.  They will defend melee or attack others in range.  To prevent the wander animal, remove handler assignment or assign them to a non violent to handle them and keep behind the lines.

Mine didn't seem to want to.

Quote from: b0rsuk on May 29, 2016, 09:38:00 PM
They're bad in the open because they're bad at prioritizing targets. But they shine in twisty corridors, especially mining corridors when dealing with sappers.

You can also use ambushes by jumping out of doors. Wait until pirates find some cozy cover - typically around corners of your base. Once they're spread out and pinned down, lead some bears from behind.

That makes sense. Must be why they don't seem to do much until directly attacked. 

Thanks for the answers.
#26
General Discussion / Are attack animals useless?
May 29, 2016, 07:41:37 PM
Hello I'm still fairly new got the game like 3 or 4 weeks ago(although I think I have 75-100 hours)

Anyway I have a colony with 3 bears 2 cougars and 3 or 4 wargs trained. Supposedly some of the best attack animals.

Typically all they will do is stand around getting shot and walk right in front of you as your going to shoot. I understand without release they wont go after the ranged attackers but even with melee attackers unless the animal is directly attacked they wont help no matter how close an enemy is.

I am trying to train release on them as I hope this will help but will it or do they just suck? and why without release will they attack no one unless provoked. That seems silly.

Thanks for any info.
#27
So did they actually break through their wall to get into your base? im a noob and my current base is using an ancient structure wall as part of it...

Or did you finally open up the ancient structure and they managed to get into your base?
#28
General Discussion / Re: op turtles
May 20, 2016, 05:20:22 AM
So I need 4 turtles that are in their teens. Wait for the toxic fallout event and then bam! now they need to add rats...
#29
Thanks very much. I know he didnt start with that injury... something must have happened prior to the gardening. Although it would be neat IMO if a low skill gardener hacked off a finger accidentally.

I do need to start messing with zoning my colonists I have only messed with the animal zoning as of yet.

Again thanks for the quick reply!
#30
Another question related to gardening but not really.... just didnt want to start another thread.

I have a colonist that lost their right index finger. Wasn't in a fight or anything. The only thing I can think of was that he was either sowing or harvesting when I noticed it.

So can a colonist lose a finger while harvesting/sowing? Or did I just not notice what happened.