Quote from: Serenity on October 17, 2016, 04:49:28 PMGood point Serenity. I've been hoping for a trade caravan soon so I could clear up space.
Some stuff isn't worth all that much though. At the beginning, yeah sell it all. But at some point you will want to start burning bad gear instead of keeping it. Just to save space.
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#31
General Discussion / Re: Unhappy Gear
October 18, 2016, 02:07:37 AM #32
General Discussion / Re: Requested Caravan Never Came
October 18, 2016, 02:06:27 AM
I'm in a temperate climate. There has not been a heat wave in about a year., and cold snaps don't get that far below 0 :-). That's not it...
#33
General Discussion / Requested Caravan Never Came
October 17, 2016, 04:51:41 PM
I had a faction at -51 and thought I'd spend some silver to improve relations. I paid a few times to get it up to -15, then invited them to send a caravan. So I'm out 900+600 silver, but figured the invite, then doing business with them might improve relations even more. They said they'd send the trade caravan in a few days, but it never came. What gives?
Am I just a stupid pawn for trusting that if I sent the money, even though they're slightly negative, they'd actually live up to their promise?
So now, I'm completely out of Neutromine and Components, and haven't seen traders in like a year. I installed the orbital trading station and had only a single f'ing ship in several years. My colonists are screwed when stuff starts breaking :-(.
Am I just a stupid pawn for trusting that if I sent the money, even though they're slightly negative, they'd actually live up to their promise?
So now, I'm completely out of Neutromine and Components, and haven't seen traders in like a year. I installed the orbital trading station and had only a single f'ing ship in several years. My colonists are screwed when stuff starts breaking :-(.
#34
General Discussion / Re: Unhappy Gear
October 17, 2016, 04:46:52 PM
Thanks everyone. The outfit manager does exactly what I need. And I agree about not burning the crap - I keep it around and sell it.
#35
General Discussion / Re: Mortars and shells
October 16, 2016, 07:15:37 AMQuote from: Wex on October 16, 2016, 06:50:37 AMThat's great, thanks for pointing that out.
You can use shelves.
They assure you 2 spaces for shells and you can leave them outside, without having the shells be damaged by weather.
#36
General Discussion / Re: Healing Raiders
October 16, 2016, 07:15:00 AMQuote from: Dingo on October 16, 2016, 04:17:48 AM
A) I'm not sure about this, but I THINK there are faction types you just can't befriend. Pirates, for example. So capturing their raiders just to heal them is less useful than capturing & releasing raiders from towns or tribes.
B) You can set prisoner interaction to "no interaction" or "friendly chat" and set medicine to some degree of doctor care to make sure they are healed before you change the interaction to "release".
Thanks Dingo. I guess you're right on A), and your suggestion for B) is good.
#37
General Discussion / Re: Healing Raiders
October 16, 2016, 07:14:01 AMQuote from: O Negative on October 16, 2016, 05:39:42 AM
Yeah, there's a game mechanic that allows you to set certain factions as unappreciative. By default, pirate factions are not appreciative. So, basically, no matter how much good you do, you'll never be friends. They hate you forever, and for no good reason other than the fact that they're jerks lol.
This is easily modded, if you want a different experience.
Hahaha. Those aholes :-). Thanks, that's probably it.
#38
General Discussion / Unhappy Gear
October 16, 2016, 04:14:08 AM
Stupid colonists choose to pick up some crappy gear (50% or less), then complain about tattered gear. So then I force them to drop it. if they're at "home", then I have the crappy item sitting there with the red x. But that then makes the home look bad which also makes them unhappy. How can I indicate that some item should be picked up and stored but *not* worn?
#39
General Discussion / Mortars and shells
October 16, 2016, 04:09:41 AM
I want to have two mortars - one on either side of my colony. However, I can't figure out how to put a storage zone dedicated to shells near each mortar. If I put identical storage zones near each, my colonists won't evenly distribute the shells as should happen. Anyway to fix this, so I can use more than one mortar?
#40
General Discussion / Healing Raiders
October 16, 2016, 04:01:58 AM
When a raider is downed, if I capture him, heal him, then send him on his way, the animosity between me and that raiders faction is supposed to decrease. However, I've noticed that this is not consistently happening. In my current game, I've had three sequential raids from the same faction. In all 3, I did exactly this - captured a downed raider, then healed & released. And yet, I did not get the nice little message about relations improving since he left the map healthy. Why is this occurring?
Also, I've noticed in previous colonies, that if I capture a downed raider, and set his prisoner interaction to "Release", the idiots will release him immediately. Since my goal in capturing is typically to heal him & improve inter-factional relations, I have to set the interaction to "Recruit" so he stays around long enough to heal. Then, I set to release. Is this possibly causing the problem I've mentioned?
Also, I've noticed in previous colonies, that if I capture a downed raider, and set his prisoner interaction to "Release", the idiots will release him immediately. Since my goal in capturing is typically to heal him & improve inter-factional relations, I have to set the interaction to "Recruit" so he stays around long enough to heal. Then, I set to release. Is this possibly causing the problem I've mentioned?
#41
General Discussion / Re: Factions Questions
September 02, 2016, 03:49:47 AMQuote from: Mr.Cross on September 01, 2016, 02:19:41 PM
1. It is balanced, it's to ensure you have at least one enemy. Which will always be a pirate faction.
2. Are any of you using hospitality? 'cause if not that is new and i'm gonna freak the fuck out
XD
1. It's not balanced. I always have 2 friendlies and 3 enemies. The net total is ~20 + ~20 + ~-100 + ~-100 + ~-100 = ~-260. I.e. a very heavy net enemies.
2. Nope, no mods at all.
#42
General Discussion / Re: Factions Questions
September 02, 2016, 03:47:44 AMQuote from: OFWG on September 01, 2016, 02:11:12 PM
1. Maybe, but I'm not sure what Tynan's reasoning is for that.
2. You must have missed the message the game gives about the friendly fire incident. It could have been your pawns OR your turrets, but someone almost certainly shot the friendlies. In general I hole up my pawns and let the visitors sort out or at least soften up the raid instead of trying to fight alongside.
It's possible, but l doubt it. In fact, I was careful because I had another incident the other day when the same thing happened. I was raided while traders were there; in that case, I know I accidentally shot one of the friendlies, and I felt bad. But they still stayed friendlies.
#43
General Discussion / Re: Tailoring
September 01, 2016, 07:14:55 AMQuote from: carbon on September 01, 2016, 06:27:01 AM
If I'm not mistaken, only one person can be assigned to work on a particular bill (e.g. "Make parka") at a time. So if you've had a bunch of part time tailors come through and start work on the bills (by making an unfinished parka, etc.) and then walk off to do other things, that can prevent your full time tailor from being able to do stuff.
Other problems could include:
1) You don't have enough of one particular textile to use for the task.
2) You disabled using the textiles you actually have in the bill details.
3) You accidentally forbid all your textiles.
4) There's something immovable blocking the workstation spot.
5) They decided that material things are a burden on their journey to enlightenment. /s
Thanks carbon. I know a few of those are not the case, but will check the others. Re. your #5, when winter really comes and they have no parkas because nobody bothered to make them, we'll see how enlightened they feel :-D.
Andrew
#44
General Discussion / Re: Colonist death mood decreases
September 01, 2016, 06:24:24 AMQuote from: Aleksh on August 31, 2016, 01:06:55 AM
I'm not sure if you lads understand me. I'm complaining about getting the "my friend died" and the "my husband died" is a lot to deal with and doesn't make sense, not that it wouldn't make people depressed. Having only the "my husband died" for husbands and the "my friend died" for friends makes more sense.
Also, I don't think this person is devastated, judging by what they're trying to do already.
I agree with Aleksh. Instead of both debuffs that are probably equal - the colonist should get one debuff that is larger than the "my friend died", but not 2x as large.
Andrew
#45
General Discussion / Tailoring
September 01, 2016, 05:46:02 AM
Has anyone seen a situation where a colonist has some job at sole highest priority, and yet he refuses to do it? I have a guy whose only 1-priority task is Tailoring. His crafting is <fire><fire>9. There is a backlog of stuff on the Tailoring bench bill. Yet, he does anything but tailor (he's currently meditating). Any idea what gives?
Thanks!
Andrew
Thanks!
Andrew