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Messages - Serenity

#766
As far as graphics are concerned it looks very nice. But I also prefer extended storage for the larger stacks
#767
Stories / Re: My first Colony - The hype was real
August 09, 2016, 07:23:33 AM
Beer also helps if the debuffs aren't too great. Gives +10 for a bit. I had a colonist whose pet husky died and she was sad over it. Then she got the flu and was on the verge of breakdown from being in the cramped hospital room. So I let her drink a beer now and then.
#768
Yeah I think it definitely looks cool when they hunt together. But if they get close to the prey, the hunter keeps shooting and hitting the animal. Same issue as in combat.
#769
Ideas / Re: Timed electrical switches
August 09, 2016, 05:46:40 AM
There is a mod that does that. I use it them for sun lamps. Plants can't grow all the time so I turn off the lamps at night and charge the batteries.
#770
I fully agree that animals should respect their zones. I like them when hunting, but in combat they can get hurt needlessly. Unbonding them is just a hassle.

As for friendly fire during hunting. It's annoying with animals again. They get hit far too often.
#771
How much heat this give off? I've noticed that I still need my electrical heater to keep my dining/entertainment room at around 20°C. It's pretty large, but I thought the fireplace could replace the heater. I haven't done a lot of testing though and it's currently end of summer in my game. I will try again next winter.
#772
Bugs / Re: Weapon Accuracy Problems
August 09, 2016, 12:26:17 AM
The short range accuracy in general is ridiculous. At close range even a bad shooter should be able to hit something with a machine gun or shot gun. But they still stand there all day and barely hit anything. Makes fighting infestations in tunnels really difficult. Or finishing off downed enemies.
#773
What's the benefit of the "cure cut" surgery? Just a time saver so it doesn't have to deal and no risk of scarring? I guess the HP of the body part will still be the same.
#774
It's not even about a "what's best" kind of thing. On my map it's not overly cold. Sometimes around -20°C, which you get to with just a tuque. I was just a bit confused about the information available.

However I think it's better that way. You have to deal with different items that don't stack, but are basically the same, but it's easier to keep track of when there are only a few materials with different values.
#775
On the wiki different leathers have all kinds of different heat insulation values, but that information seems to be outdated. In game most of what I can see in the boreal biome seems to be 100%.

Some exceptions are arctic wolf skin with 125%, goat hide with 90%, hare with 95% and beaver with 80%

But overall it seems to be far more uniform than it once was and doesn't make much of a difference. So I guess it's ok if I just use what I have in stock? It seems you have to go the wool route for things to drastically get better.
#776
Ideas / Re: Two suggestions for doing work
August 08, 2016, 03:08:37 PM
I'm currently on the larger "large" size (third largest overall) and hunting here seems to be fine. Walking distances are pretty short everywhere as not everything is blocked off. And in the summer there are several herds around. So I don't really get the situation where people have other needs to satisfy after a kill.

It seems to depend a bit on the map size and the layout
#777
Quote from: Blato on August 08, 2016, 07:13:53 AM
Maybe the game takes pathing into consideration, and if it notices too many "man-made" obstacles, like walls that belong to your colony, then it sets the sappers to spawn more?
Could be both. They definitely attack man-made walls. But also natural ones.

I once had a map like in the attachment (roughly. The scale is a bit wrong on some features)

Seemed like an awesome setup for defense. The blue line was the main defense for the entrance.

I did farming in the lower area with my fridge and kitchen right next to it. But it wasn't complete enclosed. The gap was just 1-3 tiles high and and less than 10 tiles wide (as said the scale a bit wrong). Didn't take much to block it. But sure enough they tried to sap through and once managed to do so.

But once I closed off the large upper area, they tried to sap through natural rock at another narrow point. And again were successful. They preferred that over attacking the 2 tile wide wall where they would have been easier to attack. It seems like they go for small distances when they have to tunnel, but also like to start away from the main defenses.



[attachment deleted by admin - too old]
#778
Ideas / Re: More Types Of Severe Mental Break
August 08, 2016, 02:14:38 PM
Maybe the pawn could sleep outside not far from the base for a while and take as many meals as needed for that. There could be a check if the temperature is survivable. If not it doesn't happen or he returns.
#779
Ideas / Re: Please ... no more hop only beer ...
August 08, 2016, 01:28:29 PM
I'm also for generic alcohol. As said in different qualities and/or strength. Low alcohol content gives you a slight buff, and less chance for drunkenness and addiction. Strong alcohol has a stronger buff, but also increases the risk of negative effects.
#780
Bugs / Re: Comical error in relationship roll
August 08, 2016, 12:36:34 PM
There aren't any plausibility checks with ages. You can also see that during character creation. Didn't think of cryo sleep though (I assume relativistic time dilation isn't an issue). That's a nice explanation