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Messages - willow512

#16
Outdated / Re: [A12d] Colony Manager V2
November 23, 2015, 11:33:54 AM
Quote from: Fluffy (l2032) on November 18, 2015, 06:20:55 PM
   Requires a new save.
Bamm, old save gone!
I liked version 1 it'll be worth it :)

You say the mod manages the priorities on work tables.....
Suppose I have two different type tables, that both use crafting skill. But I only have one crafter. The manager will give both tables jobs. But does the crafter properly do the table with high priority items first? Or is priority managed per table?

That would be cool, but I can't think of a way you could accomplish this.

I had the problem on a game that I had bills on both glass works and stone cutting tables. My crafter kept moving towards the stone cutting table to do stone cutting work while glass work was much more important to the colony. I had to manually suspend stone cutting. Which, as is traditional in these cases, I promptly forgot to turn back on..
#17
Ideas / Re: Pause on event + Run in background
November 10, 2015, 08:46:34 AM
Quote from: Z0MBIE2 on November 10, 2015, 08:35:27 AM
Quote from: willow512 on November 10, 2015, 08:14:09 AM
Quote from: Z0MBIE2 on November 09, 2015, 09:11:38 PM
Infections are yellow events, so you'd probably want it to stop on there.
I can imagine a group of checkboxes allowing the user to select the events that would pause the game.
Or a combobox that allows us to select an event color.

I imagine that would be a bit harder then the original idea.

The original idea was a checkbox in the configuration to enable pause on event.
So you've got the elements checkbox, pause on event, and event check code that decides if the event applies to the checkbox.

Multiply by the amount of checkboxes you want.
So.. Not harder. Just copy paste work...

I'm sure Tynan can handle it. The only question is whether or not he sees any merit in the idea.
#18
Ideas / Re: Pause on event + Run in background
November 10, 2015, 08:14:09 AM
Quote from: Z0MBIE2 on November 09, 2015, 09:11:38 PM
Infections are yellow events, so you'd probably want it to stop on there.
I can imagine a group of checkboxes allowing the user to select the events that would pause the game.
Or a combobox that allows us to select an event color.
#19
Ideas / Re: Pause on event + Run in background
November 09, 2015, 01:08:43 PM
Quote from: FyrnSkulblaka on November 09, 2015, 11:08:19 AM
Run in Background is already a feature, just go into the options menu and tick it on :)

Oops So it is!
I missed that in my quick scan of the menu... Thank you for telling me.
#20
Ideas / Re: Pause on event + Run in background
November 09, 2015, 10:55:12 AM
Quote from: Limdood on November 09, 2015, 09:06:59 AM
it's a good idea...definitely appeals to the "simulator" players in the fanbase.
And to the new daddies who find out that playing a game and chasing a baby around the house don't always go hand in hand ;)
#21
Ideas / Pause on event + Run in background
November 09, 2015, 04:49:00 AM
Hey,

Can I humbly request  configurable "pause on event" and "run in background" features?

The toons are smart enough not to need supervision all the time. You just need to tell them what to do in broad terms. Which is part of what I love about the game.

"Run in background" means we can run the game in windowed mode whilst working in another window. "Pause on event" should stop disasters from happening whilst we're afk. You don't need to freeze on all events. But the red events (raids/infections/low food) would be nice.

Kind regards!
#22
Ideas / Re: The many-guns problem
November 12, 2013, 07:47:41 AM
What is the exact problem?

Is it that the players need to micromanage the guns? -> There are only a number of gun types, set a colonists gun by drop down or inventory screen, he goes to fetch the gun from some location on his own.

Is it that there are too many guns and you need to have stores for them? -> Change the equipment racks to allow stacking of guns of the same type. For example so that one tile can accept 5 rifles and 15 pistols.

Is it that guns become the players primary income? -> Stop traders from buying them, or on ridiculous prices, and then allow players to cannibalize the guns for metal.

Alternatively and I think much more interestingly you could make guns a much more complicated data type, so they can be named, wielded and loved by specific colonists, they store their own killcount and develop "personality" traits after a while. Like "Always jams after an explosion" or "Damage increase after a kill" Weapons that have killed a colonist receive negative qualities. Reflecting that colonists don't like wielding the weapon that killed their buddy. These should not be considered magical qualities but rather the beliefs that colonists attach to these weapons.

It's psychological. But the consequence is that new weapons delivered by traders will not work as well as the existing well known weapons.

And then have the weapons degrade and require canibalisation of other weapons to retain their quality. Failure to maintain the weapon produces bad traits. Weapons will be maintained by a colonist with the existing repair skill and can be done on a workbench, which also gives you a reason to include a workbench. ;)
#23
Support / Re: Dowload Attempts
November 08, 2013, 10:55:17 AM
Check this topic, it has some additional information.
http://ludeon.com/forums/index.php?topic=786.0
#24
Ideas / Re: How about circuit breakers?
November 08, 2013, 10:52:27 AM
I like the idea of circuit breakers :)

I kind of got the impression that short circuits only occur when your batteries are full and your energy generators are overproducing. I took to shutting down generators that I don't need and have seen very few short circuits since.

What are your experiences?
#25
Ideas / Re: vote on development?
November 08, 2013, 10:50:17 AM
I think it's best if everyone keeps brainstorming and discussing their ideas. Tynan is active on the forum and sees what floats around, and he'll make a kind of mental calculation of "Most desired feature" versus "Cheap to include." Where those of us without insight would vote on what we feel would be the best feature which is not necessarily the best feature.
#26
Quote from: Renham on November 08, 2013, 08:21:39 AMso dont tell me dudethe context you couldnt do that... they can mine build solar panels, generators, batteries, so droids isnt that hard to imagine.
That's actually a good point. :)

Still game balance wise it might be better not to be able to produce your own "colonists".
#27
253b has a fix "Fixed a serious bug in Cassandra which was blocking events at high populations."

I had the same issue, but after downloading the new version my old colony suddenly had a trader visit. I suppose this is what fixed the problem.
#28
General Discussion / Re: Priority Citizens
November 08, 2013, 08:36:47 AM
I go with whatever is thrown my way. It doesn't really matter that much. Even getting a noble isn't an issue since they are usually decent for science and defense. Though I would probably refuse 3 nobles ;)

But my ideal setup would be 3 settlers or entrepeneurs. Those are in my experience the most useful members of a colony.
#29
Support / Re: Send owl downloads
November 08, 2013, 08:32:20 AM
Quote from: Naddox on November 07, 2013, 06:35:18 PM
Too bad steam doesn't support exclusive releases :/ Then he could release it to the people who paid for early access on steam
Actually steam does. You can add your game to steam and release various updates for it before even going live. People who have the steam keys for your game can download and play even if you're not live.

Project Zomboid has been running from steam for the past few months, both in regular and beta variants. Lets just say they had a lot of bugs to iron out.
#30
General Discussion / Re: Add more "Security" buildings!
November 08, 2013, 08:00:19 AM
Precisely and station a colonist behind your turrets, some might be lousy at shooting but they can repair those turrets faster than raiders can damage them. It takes some micro management but I haven't lost a turret since discovering the trick.