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Messages - Serenity

#706
You can select the commands in the Orders menu and draw a rectangle

For mining, get a Vein Miner mod like this:
https://ludeon.com/forums/index.php?topic=9616.msg253901#msg253901
Automatically marks all connected ore tiles
#707
Making it overly complicated isn't good, but it can't be too simple either. Getting non-herbal medicine should be an investment. Either in time or money. On the other hand, neutroamine is pretty cheap to buy and plentiful, so if you make crafting too complicated it's not worth it.
#708
Don't man hunters break down doors now? I just that with a warg attack
#709
Ideas / Control over trade caravan position
September 02, 2016, 05:33:05 AM
Why do trade caravans love to park themselves right on my defense line? They stay for a few days and a couple of times where caught in a raid. While they can slow down an attacker, they are likely to take casualties. It would be nice to designate a "trader spot" or something like that where they stay. It could have a certain radius and be outside so there is enough space. Visitors move inside the colony so I don't see why traders can't do the same.
#710
I really miss the storage system already :)

I've only played a few games with it, but now that it's not available I have this huge fridge and it's kinda annoying
#711
Ideas / Re: Reworking Leathers
September 02, 2016, 05:26:43 AM
If you get the right trader you can sell the small amounts and keep the ones you have lots of.
#712
Ideas / Re: My Thoughts / Suggestions
September 02, 2016, 05:22:18 AM
Something really needs to be done with crafting priorities. With more content being added and mods adding things there isn't enough control and you're often required to force people do certain jobs manually. Especially when you don't have a dedicated crafter.

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New zone to designate cleaning, instead of the whole home area?
There is a mod for that, but it needs CCL, so it's not yet available for A15:
https://ludeon.com/forums/index.php?topic=21818.msg236773#msg236773

#713
Sorry if this has already been brought up and I'm not sure if this is even within the scope of this mod, but how much control is there over visiting trade caravans? They have a nasty habit of parking themselves right at my defense line. And then get into the crossfire of raids or man hunters. Now sometimes they help a bit, but the relationship hit with the faction when inevitably some of them die is not worth it. It would be nice to designate a trade spot around which they can gather.
#714
Ideas / Re: Blood - Lasts forever?
September 01, 2016, 07:54:21 PM
Yeah, the blood bath is kind of annoying. Rain washes it away, but on many maps it doesn't rain that often.
#715
Stories / Tribals vs warg man hunters
September 01, 2016, 06:02:54 PM
So I just took a woman who fled from tribals (unfortunately she isn't that great and a psychite addict. Though apparently she is the wife of one of my colonist). Right after I got the raid notification a pack of man hunting wargs appeared. I ignored them and finished the tribals. At that point I forgot about the wargs, but right when the tribals flee, the wargs pour in through the choke point and this happens.

The wargs won



[attachment deleted by admin - too old]
#716
General Discussion / Re: Factions Questions
September 01, 2016, 02:20:36 PM
Yes, I'm using Hospitality. I thought this was vanilla behavior too, but I could be wrong. Haven't played the game that long.
#717
General Discussion / Re: Factions Questions
September 01, 2016, 02:12:45 PM
If visitors get harmed even through no fault of your own, you will get blamed for it. Yesterday I had a guy killed by an animal. The chief learned and was not amused.

EDIT: Maybe this comes from the Hospitality mod in my case. Not sure.
#718
Ideas / Re: New options for production control
September 01, 2016, 01:57:29 PM
#719
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I put all of my bedrooms in one structure to save on heaters/coolers but I've seen lots of pics of colonies with separate structures for bedrooms.
Vents don't work all that well anyways. In my experience you can do three adjacent bedrooms with a heater in the middle and the two other rooms just about manage to keep up. If you put the heater in one of the outer rooms, the other outer room won't get heated well.

Quote
What to hydroponics actually do? Would it not be more material efficient to simply make an indoor farm with sunlamps and temperature control but soil floors?
This works very, very well in a boreal forest biome where you have issues with temperature, but not soil. One geyser/geothermal plant and one heater can heat up an enclosure of four sunlamps. I also like this with a mod that has timed switches, so you can turn off the lamps at night.

Also has the advantage that your plants don't immediately die if the power goes out.

Hydroponics are something for ice sheets or extreme deserts. Or if you really want to have your whole base in a mountain.
#720
Just change the version string. Works fine in A15