Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Serenity

#751
Quote from: skullywag on August 11, 2016, 04:45:56 PM
Quote from: Serenity on August 11, 2016, 04:37:43 PM
What about additional lighting? I think the vanilla power usage of the lamp is excessive and I turned that down myself. But I think lamps should consume some power and not be free.
it isnt free is it?

According to your description, the path lamp is: "Ceiling, wall and path lamps that use less energy than vanilla (path lamp doesnt use power and is not complete yet)"

That's why I haven't tried it yet
#752
Ideas / Re: Sanitation System
August 11, 2016, 04:43:38 PM
I also had that idea some days ago.

I'm not sure if sewage pipes would be worth the effort to implement them, but just needing to construct toilets and keeping them clean in order to avoid diseases might be nice. Sewer-less toilets could be like chemical based if you want to rationalize it. That would also add another job with needed to empty them.
#753
What about additional lighting? I think the vanilla power usage of the lamp is excessive and I turned that down myself. But I think lamps should consume some power and not be free.
#754
Sounds very good. Replacing walls with another material is certainly something I've been missing
#755
General Discussion / Re: two issues/questions
August 10, 2016, 05:04:20 PM
Get the Work Tab mod from here:
https://ludeon.com/forums/index.php?topic=16120.0

Then activate "dwarf fortress mode":
https://youtu.be/3hO8CtsYH2o?t=227

Now you can prioritize sub-jobs. Instead of only having generic "construction" all tasks within construction have their own priority. You need to be careful here to not mess up the order of things entirely as some of them depend on each other. But you can give roofing a higher priority. I just checked and it isn't actually as low I as I thought I remembered, but it's still below build jobs. Which means if you have other build orders those get priority over roofing what you just built. Though even considering that I don't know why some areas remain unroofed without micromanagement...

For normal use of the work tab you turn off the details again, but it's also nice in the doctor area, where you can have a nurse that feeds patients and does basic treatments, but doesn't operate. I also like to put butchering over cooking. Otherwise animal corpses pile up
#756
General Discussion / Re: two issues/questions
August 10, 2016, 02:23:15 PM
Quote from: billycop32 on August 10, 2016, 02:16:27 PM
your construction colonists will take it from there.
Maybe. It often takes ages for them to get around to it. And they don't always complete a whole roof in one go, thus leaving gaps. What I found using Fluffy's work tabs mod is that roofing has a pretty low priority. So other jobs usually take precedence.

What's needed are two things:
1.) An overly to show the roofs
2.) A tool to prioritize work in a certain section of the map (instead of just prioritizing one job in one tile)
#757
Quote from: b0rsuk on August 10, 2016, 08:15:59 AM
In Rimworld farmable soil starts pretty much right outside the mountain.
Heck, you can find farmable soil "inside" by uncovering open areas in what first looked to be mountains. At least those patches should be covered in gravel or low fertility soil.
#758
Ideas / Re: Designate combat animals
August 10, 2016, 10:49:09 AM
Having animals obey zones at all times would help already, though it's less immersive. You'd still have to manually confine them, but switching zones is a lot easier.
#759
General Discussion / Re: Fuck this game!!
August 10, 2016, 10:45:32 AM
I captured three of them, but two of the better ones died. Two of the ones that I captured were already injured so I could just walk up to them and carry them out.

You don't need a lot of social though. My current group is pretty asocial with <5. And the guys still joined immediately.
#760
Bugs / Re: constant x-com style backshooting :(
August 10, 2016, 08:34:08 AM
Not a bug, but bad design maybe. Pawns should be able to shoot over pawns one square in front of them. The front one can kneel down. It might be bad for the ears, but it's possible.
#761
General Discussion / Re: The artstyle is atrocious
August 10, 2016, 08:10:41 AM
They could be better, but they work alright. I like how some of them look. There also mods that show more is possible with hair, beards and hats.
#762
A survivor setting would make sense if you were truly alone on some unknown planet. But there are other factions and you have contact to spaceships you trade with. By that time you could buy passage off the planet.

Maybe you started as colonists, but then something went wrong and you crashlanded without the intended supplies. Kind of like in Firaxis's Alpha Centauri. Or the 90s TV show Earth 2
#763
I thought they rated the impressiveness of their guest room only. If it's the entire base instead, that's better :)

Quote
Things you put in a guest room are up for sale
Yeah, I remembered that the second he bought it. But I made some nice money from it.
#764
Outdated / Re: [A14] Colony Manager
August 09, 2016, 10:21:32 AM
The power graphs are nice. That should really be in the main game. But I guess it's too difficult or impossible to separate this by networks? So if you have several independent power nets, you can statistics for each.
#765
I like having my rack of beer in my dining/entertainment room (the guest room is connected right to without a door it without a door, it counts as their room). I have the beer forbidden for my guys, so they don't drink it all the time. I guess other people not respect that is somehow hardcoded in the game and can't be modded?

I haven't had guests wandering around my base yet though. They go straight to the entertainment room and back :)

EDIT:
Gah! WTF. They don't just drink a beer per person. One of the assholes just walked off with 30 bottles :( At least he paid for it. Gonna put the beer stash in the kitchen