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Messages - Serenity

#691
Thank you good sir!

I was just asking for this the other day:
https://ludeon.com/forums/index.php?topic=25521.0

Really annoying issue with them always sitting right on your defenses and getting shot up in a raid
#692
Ideas / Re: Nerf Infestations
September 03, 2016, 05:57:58 PM
I thought there were supposed to be a counter to mountain colonies and I had an interesting case where they appeared deep, deep into a strip mine. That made sense and it was a decent challenge destroying it.
But a game ago I had just mined like 10 squares into a mountain for my entertainment room. Another part of the room was outside and all the rest of by base was outside. So of course a nest spawns right there.
#693
But before the man hunter phase they will behave as now and stay with the hives?
#694
Ideas / Re: Prolly not popular but... MORE JOBS!
September 03, 2016, 10:13:48 AM
Quote from: Lightzy on September 03, 2016, 10:05:59 AM
Personally I think it would actually make much more sense to new players too, if "weaponsmithing" skill does weaponsmithing. "chemist" skill does drugs
Realistically, yes, but despite some people having huge colonies the game is meant to be played with less than a dozen pawns. If you have too many skills, it becomes hard to cover everything and you might be left out with something essential. That can already happen if you are unlucky.
#695
Ideas / Re: Prolly not popular but... MORE JOBS!
September 03, 2016, 09:52:25 AM
The idea of the Work Tab mod is definitely the way to handle this. In some jobs the sub-categories are just confusing, but in others it's awesome. Like having medics who do simple treatments and feeding, but no operations. Or animal handlers who feed and shear animals, but don't tame.
Or as said putting butchering before cooking.

In those jobs this is merely a convenience, but with crafting this is now essential. At the beginning when there wasn't much to do this was fine. But way too many things are subsumed under "crafting" now. There is also drug making now which just doesn't get done unless you tell them manually.

Making roofing a higher priority is also a must have. An alternative to that would be to have an area priority tool that immediately puts all jobs in that area to the front of the queue.

And because the sub-categories are optional, beginners can simply not use it and use the crude general "crafting" job. So saying that this would make things too complicated doesn't work.


Here is a video of it:
https://youtu.be/3hO8CtsYH2o?t=257
Not yet available for A15 :(

If this were included in the main game it could be a simplified a little with some jobs remaining hidden. And I'd include proper sub-categories. For example if you have crafting as priority 2, then for each crafting job you can have again priorities from 1 to max.

#696
By the way the pet thing could be related to this:
Quote
- New: refugee and joining wanderer are picked from pool of related characters
The dog was bonded to a character and thus they had a social relationship. When it returned it even said that it has a bond connection to one colonist.

But this could be seen as a feature. It's like one of those stories about a pet being lost or forgotten somewhere and walking long distances to return to its owners :)
#697
Ideas / Re: Reworking Leathers
September 03, 2016, 06:50:57 AM
Quote from: BlueWinds on September 02, 2016, 06:01:32 PM
One other option might be to reduce the individual leathers to a few groups, similar to  the way you get "bird meat" several different animals.
That's probably the best solution :)

This would also reduce storage clutter.
#699
Quote
"Inversion" problem report. Keeps happening (Pet menu state is "inverted" compared with Architect or Animal Tab
As said, I think this is merely bad UI design. It's a common enough issue. When you design or program something it makes sense to you and you don't realize how it looks to other people.

It's not even that bad once you've figured it out. But confusing the first few times you click through the menus.
#700
It's not a functional thing. It works as you designed. I meant it strictly visually. A X can be used to mark something of course, but in the animal tab it clearly means "no"/"don't do this". But when you click on the pet it means "do this".

Go the animal tab and mark a green V, then a red X appears in the pet menu
#701
Quote from: Hatti on September 02, 2016, 06:25:13 PM
Fully zoomed out, the Cursor gets red crosses with brush miner designator.
Ah, zooming was the key. Seems you need to zoom out a bit :)

And the strip mining tool was user error. Didn't use it correctly :s
#702
Unfortunately that doesn't appear to work for me. Playing the rich explorer scenario (with quite a few mods, but nothing that should mess with this as far as I can tell). I click on "accept him/her", but nobody appears. Reloaded a few times, but the same thing happens.

EDIT:
Well, it appears to work after all. Sort of. Earlier I sold my yorkshire terrier because the thing was useless and only ate food I was short on. Then I just got the message that someone is wandering nearby and wants to join. I thought it's a human first, but it's my former pet! This time accepting worked.
#703
I got this mainly for the vein miner, so I'm happy, but the brush and strip mining tool don't seem to work for me. I press the keys and nothing happens.
#704
There is a bit of a UI mismatch I think. In the animal tab you have X for "off" and V (check mark) for "on". But as far as I can tell, on the order buttons, the X means on/activated
#705
Beer doesn't really have that much alcohol though. If there was distilled alcohol, then sure.