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Messages - Serenity

#781
The balanced version seems like it's in the right area with regards to the numbers. Might give this a try some time.
#782
Somewhat similar, can you place items in front of vents?
#783
Ideas / Re: Nerf frozen food
August 08, 2016, 10:15:54 AM
I just had the same idea when I considered what kinds of stuff you freeze.

Why are you freezing potatoes? Raw potatoes can be kept for quite some time in a dark and cool room. Raw potatoes can be pre-cooked and then frozen of course.

Raw rice is even better in that it generally doesn't spoil (except brown rice), but you can also freeze it. To offset that maybe it could be made harder to grow.

Maybe there could be some mechanic where people prefer fresh food (higher mood boost). And that it takes a bit longer to cook frozen stuff because it needs to thaw first. You can definitely go from freezer to cook pot. I sometimes do that because I forgot to put stuff from the freezer in the fridge the day before. For that I'm then punished with waiting a long time.


And yeah, freezers are way too easy to build. You can do it right away and in a survival settings you wouldn't do that. But in the absence of other food preservation technology you sort of have to. Maybe only make refrigeration possible at first. And you have to research freezing technology. But right now that wouldn't make a difference.
#784
I can't seem to get devilstrand to 100% though in this growing season. But it was something like 80%, which is at least something.
#785
General Discussion / Re: Crash ship wall solution
August 07, 2016, 08:39:38 PM
Depends on what's inside. I just defeated three scythers with four turrets (it landed right outside my defense line), a survival rifle and a pistol
#786
Outdated / Re: [A14] Animal Hide Working (v2.10)
August 07, 2016, 03:30:45 PM
When I noticed that one of my guys dragged in a bear she somehow dead outside I looked forward to a stuffed bear and set the butcher table to exclude it. But no such recipe :(
#787
Ideas / Re: Change Roofs .. go the final step
August 07, 2016, 02:51:04 PM
So badly needed. I currently have on of these situations where the fuckers just won't build the roof and I can't find what's missing. Even with right clicking everywhere and trying to prioritize.
#788
Ideas / Re: Maximum amount per stack in stockpile
August 07, 2016, 12:25:16 PM
So just set an upper limit and give the user control up to that point
#789
I just got the volcanic winter event, so I rushed this with two sunlamps. Works well so far :)

Also helpful is the power switch mod. You can set timers on switches, so I turn off the lamps at night when they don't grow even with sun lamps. Then the wind turbines can charge the batteries

A geyser also helps heating even without the geothermal plant. In a small room that would quickly lead to overheating, but in larger rooms it gets only to normal temperatures.
#790
Thanks. I can do it myself :)
#791
General Discussion / Re: Plasteel
August 07, 2016, 10:16:43 AM
I reloaded my current map (same seed, etc.) a couple of times to get a geyser at my starting location. Unfortunately that also removed a rather large exposed plasteel vein :s
#792
Ideas / Re: Change Roofs .. go the final step
August 07, 2016, 08:55:42 AM
Oh, you already mentioned that. Missed that line :(

It's a bit weird how roofing is prioritized. Sometimes they do the entire roof in one quick go after putting up walls. Other times they just run away to do other stuff and you have to check whether and where a room leaks.
#793
Ideas / Re: Change Roofs .. go the final step
August 07, 2016, 07:50:17 AM
I'd also like some overlay to show the area where roofs have been constructed. Sometimes pawns do it right away, but sometimes they don't and some part remains unroofed. It's really hard to find gaps as it is.
#794
The medicine table isn't behaving the same way as other workbenches. Because it doesn't use CCL it always draws power. Even when not used - which is most of the time.

There also isn't a toggle to turn it off. Not sure where that comes from.
#795
It looks like I can grow enough crops outside with the longest growing season. Cotton can just barely be done. Not sure about healroot. Devilstand probably not. I will try the greenhouse with healroot first.

Hunting is also a lot easier this time. Probably because I went a step down on the map size. So the hunter doesn't have to walk far. I slaughtered a huge muffalo herd right outside the base. Last time I tried the second largest map I think. Probably not such a great idea.