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Topics - stu89pid

#1
Stories / Giant Chess Board
January 14, 2017, 10:29:08 AM
My colonists weren't satisfied with the in-game chess board, so they labored away at the sculptor's table many many long days and nights.



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#2
General Discussion / Pathing question
January 14, 2017, 10:25:30 AM
I have created a backdoor entrance to my mountain base. The doors are lined up but my colonists seem to want to walk in a strange path while passing through. Any clue why they choose this pathing?

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#3
Bugs / Problem with mortar loading
October 28, 2016, 10:52:45 AM
Hi,

Not sure if this belongs in bugs or suggestions. Feel free to move if I've misplaced the thread.

When loading mortars, only a single colonist can interact with the artillery shell stock pile at a time, per stack of shells.

I'm struggling to explain the problem so let me use an example.

My colony has 10 mortars set up, and 3 stock piles of artillery shells near the mortars with a total of 75 shells (3 stacks of 25 shells stored in 3 different 1 tile stockpiles).

At this point, I may pause the game and draft all my colonists. I try to load all 10 mortars at once. However, after I have commanded 3 pawns to load mortars, I get a message that there are no available stockpiles/shells to load the 4th+ mortar. I can't command more than 3 colonists to load the mortars until the first 3 have picked up a shell from the stock pile and started loading.

The only way I have found to alleviate this is to create as many stockpiles as you have mortars. The problem is that I would only want stacks of 9-10 shells in each zone, but since you can't split stacks, this becomes difficult to manage.

I think this is a bug but I am not sure. Two colonists can be walking to the same stack of meals simultaneously, the second doesn't have to wait for the first to pick up a meal for making that decision, so I'm not sure why that is the case for artillery shells.

#4
Ideas / Change how home zone works
October 11, 2016, 10:56:57 PM
As far as I can remember, the home zone primarily defines where colonists will:
Clean
Repair

I often don't need these to be the same areas and would like to be able to do them separately. My solar generators and exterior walls should get repaired, but don't need to be cleaned.
#5
Ideas / Area priortiziations?
September 07, 2016, 11:30:34 AM
Hi,
I use the manual priortiziations often and feel they are pretty good at not forcing you to micromanage in this game. But sometimes, you just want to mine an entire room or harvest all your plants, and it would be nice if I could force a colonist to cut down a specified area of trees rather than having to force them to do them one at a time.

It could be done by adding a new button to each colonist. Prioritize area, and they would then prioritize any work they are capable of within that specified zone. If there are multiple jobs within the zone, they would still follow their manual priorities, although this feature would mostly be used to force one time jobs and help to avoid having to modify your manual priorities constantly.

I'm sure this has been suggested before, but I couldn't figure out what someone else might have called it so I am starting a new thread hoping we can introduce area prioritization.