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Messages - ruddthree

#91
I would've posted a save file, but I don't know how (I have never put something up for download ever). As for instructions, this is the best I can do:

1. Form a caravan with two colonists, three muffalos, and about 90-100 kg of supplies.
2. Just wait, there was no set time in which the pawns stopped, but the most common point was near/around when half of the supplies were loaded.

I DID notice that when I tried making a second caravan, changing the supply load slightly, it finished smoothly. The difference was that I had hay removed from the list at the caravan formation screen. That being said, I have not tested out this to see if it was just blind luck, but it's at least something to use, right?
#92
Mods / Re: Reverting A16 surgery changes.
January 08, 2017, 07:24:13 PM
Your issue has been seen before, and might be a bug. As for any mods that can change it, I've yet to know of any.
#93
Okay, now I get it. You're saying the very concept of being "incapable of hauling" is crazy. My mistake, I take back the statements in my previous post.
#94
Pawns incapable of hauling can be frustrating, but are also useful if you have a lot of tasks to do (i.e. someone who can't haul can stonecut, and become a great crafter, despite not being able to haul anything.)

I had about 3-4 colonists not being able to haul, and I just set them to craft smokeleaf joints whenever I had a harvest, and it went surprisingly well. You can make someone who can't haul (a half-decent colonist), into one of your best pawns in a certain area.
#95
Bugs / Re: [A16] Caravan Forming Issue
January 06, 2017, 12:51:24 PM
Quote from: Jack_Treehorn on January 05, 2017, 11:41:40 PM
I found a work around. Debug menu and when you go form caravan you can force it to instantly go to world view. Still doesn't fix the cause but it did save my stranded colony.

I'm not quite sure what you mean. Does that instantly form the caravan, and skip the loading process?
#96
Off-Topic / Re: Count to 9000 before Tynan posts!
January 05, 2017, 09:46:57 AM
Forty-eight...thousand...sixty...uh...five- *explodes*
#97
Bugs / Re: [A16] No diseases or infections?
January 04, 2017, 09:35:38 AM
My colonists have gotten the plague before, but I haven't gotten a single infection yet, so I can say this isn't just blind luck.
#98
So I've officially "beaten" my first A16 colony...to death.

I had sent father-daughter duo, Duster(my favorite character...) and Sammy, off to the fabled ship site. Their caravan had not even left for 5 minutes when a physic ship crashed near the colony. Little did I know, Duster and Sammy were my two most valuable hunters, one of them equipped with a charge rifle.

I thought "Eh, I have 12 more colonists, this'll be a piece of cake!" And I marched my colonists into the fray. Within 2 minutes, 9 colonists had lost their lives, and the remaining 3 were limping back to base in sheer terror.

I was forced with three terrible choices: 1) Wait until Duster and Sammy get to the ship in 3 seasons (45 days), 2) Watch my three colonists suffer for those three seasons, or 3) Quit, put the colony up on the shelf to collect dust, and hang my head in shame.

I chose the third option due to laziness...
#99
I decided to form a caravan in order to reach a ship site to beat the game. During the forming process, I expected the colonists to keep on working until all the supplies were loaded on, but instead, they just stopped half-way through and are now simply standing around. Drafting and un-drafting, and prioritizing other work does not fix this. Every so often they load one or two stacks of supplies on before going back to the same spot to stand.

I'm thinking this is might be the amount of supplies I've listed (about or over 100kg), but I'm not sure.
#100
Ideas / Re: Is it really a scratch?
December 19, 2016, 07:12:02 PM
I can understand your confusion, and was confused myself, but after a bit of thinking, I thought that maybe it was the force of the elephants tusks that killed the poor soul, as oppose to the ensuing wound.
#101
Having 6 thousand potatoes in my freezer in A12 was pretty cool. I was all like "I'm set for the rest of eternity!", then I turn off my hydroponics basins because my freezer was filling up, and to grow other crops that I just found out existed, and those 6k potatoes were gone in about a year...oops.
#102
Ideas / Re: Your Cheapest Ideas
November 10, 2016, 07:10:10 AM
Quote from: Moxi on November 10, 2016, 05:47:41 AM
1. Prioritizing Button
i.e. you want to haul a thing, but instead of selecting a specific person to it, you just mark the item to be 'Hauled' and "Prioritizing", so every person with hauling as a skill will now prioritizing to haul it

This is already in the game somewhat. Look in the "Orders" tab. You can't prioritize everything, like construction for example, but most things you can.

Your fourth point can be fixed with a bit of micromanaging.
#103
Ideas / Re: Beyond Repair
October 30, 2016, 01:26:04 PM
Then that would happen if something was deconstructed. Let's say you were removing a wall. The blueprints for that wall would still be there, and you would have to remove it or else colonists set to the "construction" work type would attempt to build that wall from the blueprint.
#104
There is a "Torturer" adult backstory already in the game. Maybe this could be utilized?
#105
Ideas / Re: Colonist leaves due to [reason]
October 16, 2016, 06:58:49 PM
This idea was actually in the game at some point, if I remember correctly, and was removed at some point.