If i have 30 days of food that never rots and send out a caravan with it that has animals that graze(muffalos..) the destination between the start and end won't calculate the non-graze areas and just automatically assume that every tile is a graze area at which point muffalos will start eating food that is meant for colonist thus increasing the days of food actually needed.
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#2
General Discussion / A few questions
September 13, 2016, 06:11:58 PM
Can i somehow set it so that the pawns takes a drug depending on if it has its current buff(i.e. take wake-up if your no longer high on it).
Anyway to avoid drug tolerance without having to micro(how many days until a pawn can take a dose without giving into tolerance)?
Do Parkas>Armchairs in terms of market value(same quality) and are they worth putting time into unlike armchairs which are made pretty fast.
Anyway to avoid drug tolerance without having to micro(how many days until a pawn can take a dose without giving into tolerance)?
Do Parkas>Armchairs in terms of market value(same quality) and are they worth putting time into unlike armchairs which are made pretty fast.
#3
Bugs / Pawns take the furthest fine meal
September 13, 2016, 06:00:10 PM
I made a huge freezer and made like 500 fine meals, i connected the freezer and the dining room and made a high priority stockpile that puts fine meal right at the start of the freezer so that pawns waste no time in getting their meal but they ignore that and go for the ones at the back of the freezer and they don't even go to eat at the table instead they just eat at -5 C .
This behaviour doesn't always happen but it isn't rare also.
This behaviour doesn't always happen but it isn't rare also.
#4
Bugs / Animals keep eating psycho leaves
September 13, 2016, 05:55:15 PM
1. A herbivore animal is hauling psycho leaves towards my drug production lab
2.After hauling the animal felt hungry and decided to eat the psycho leaves
3.Animal doesn't eat the psycho leaves and goes to eat at other places.
Its just a case of removing the psycho leaves from the herbivore diet.
2.After hauling the animal felt hungry and decided to eat the psycho leaves
3.Animal doesn't eat the psycho leaves and goes to eat at other places.
Its just a case of removing the psycho leaves from the herbivore diet.
#5
Ideas / Making melee better
September 09, 2016, 02:58:43 PM
If a melee guy gets into a melee range of a pawn that has a rifle, they both go into a melee only fight(is it even possible to shoot a rocket launcher if a guy is chopping you up with a longsword?) thus disabling the guy that has a ranged weapon from actually using the ranged weapon.
Personal shields for animals.
Craftable Personal shields(shoddy to good(25%-75%) doesn't cut it, i know there is a mod of this but what stops it from getting into vanilla?)
Personal shields for animals.
Craftable Personal shields(shoddy to good(25%-75%) doesn't cut it, i know there is a mod of this but what stops it from getting into vanilla?)
#6
General Discussion / "Innocent prisoners" are more important then colonists
September 09, 2016, 02:39:03 PM
Dead Colonists: -3 mood
Dead "INNOCENT" prisoner: -7 mood
Apparently its better if you recruit the prisoner(that shot you with a rocket launcher and killed 4 of your people) and then kill him/harvest to death to "ease" your pawns minds.
Generally i would be more upset if someone who i was working with died then someone who shot me.
Dead "INNOCENT" prisoner: -7 mood
Apparently its better if you recruit the prisoner(that shot you with a rocket launcher and killed 4 of your people) and then kill him/harvest to death to "ease" your pawns minds.
Generally i would be more upset if someone who i was working with died then someone who shot me.
#7
General Discussion / New brewery system? What?
August 31, 2016, 06:41:17 PM
Either completely bugged or complete bullshit, holy fuck i just lost 5 batches of beer just because the temperature went over like +1/-1 C and i didn't get any warnings, atleast give it a timer or something, since this system now is ridiculous.
#8
Ideas / Limb loss mood change
August 27, 2016, 01:42:17 PM
Losing a limb doesn't affect the mood of the victim, wat? I mean holy shit do i get in a bad mood if i stub my toe, not to mention if i lost a LIMB.
Would be nice to decrease the chances of losing a limb but give bigger punishments if the limbs are lost(the mood loss...).
Would be nice to decrease the chances of losing a limb but give bigger punishments if the limbs are lost(the mood loss...).
#9
Bugs / Threesomes and ending screen
August 27, 2016, 01:14:05 PM
Animals can have Threesomes ( ͡° ͜ʖ ͡°)
And ending screen doesn't show the "Left behind" people if they are in a normal cryptosleep casket.
And ending screen doesn't show the "Left behind" people if they are in a normal cryptosleep casket.
#10
General Discussion / Painstoppers
August 26, 2016, 11:13:26 AM
Do painstoppers increase the actual threshold of the pain you can get, for example if we had 2 pawns, 1 with painstopper and 1 without one, if the one without a painstopper gets bashed with clubs enough to get "In shock" state which will make raiders leave him alive but incapped would the one with painstopper never get pain thus never get into the state of shock and making him fight to the death like a robot?
And do the painstoppers affect conciousness similiarly to joywires?
And do the painstoppers affect conciousness similiarly to joywires?
#11
Bugs / A14 Cryptosleep caskets "Thoughts" are affected by things happening in the world
August 23, 2016, 09:23:55 AM
What the circumstances were.
Putting a pawn in a Cryptosleep casket and then harvesting organs from a prisoner
What happened.
The pawn in the CC is affected by harvesting organs + the "thought" of it doesn't pass while inside CC.
What you expected to happen.
He doesn't get affected by things happening in the world or his "thoughts" pass as if he was still awake.
Steps
1.Put a pawn in a cryptosleep casket
2.Harvest organs from a prisoner
3.Wait few days
4.Open Cryptosleep casket
Putting a pawn in a Cryptosleep casket and then harvesting organs from a prisoner
What happened.
The pawn in the CC is affected by harvesting organs + the "thought" of it doesn't pass while inside CC.
What you expected to happen.
He doesn't get affected by things happening in the world or his "thoughts" pass as if he was still awake.
Steps
1.Put a pawn in a cryptosleep casket
2.Harvest organs from a prisoner
3.Wait few days
4.Open Cryptosleep casket
#12
Bugs / Animals wander while master fights a neutral enemy
August 22, 2016, 10:12:05 AM
Apart from rescuing/hauling they really suck at combat.
I had my pawn(he had 1 bear and 1 dog under his control), a manhunter elephant came i thought maybe i can take him with a club,bear,dog and a bit of kiting, i drafted the guy and ordered to attack elephant, the bear and the dog were near him but they all were *wandering* while the pawn was attacking the elephant.It ended up by pawn getting killed and the animals were still wandering.
I had my pawn(he had 1 bear and 1 dog under his control), a manhunter elephant came i thought maybe i can take him with a club,bear,dog and a bit of kiting, i drafted the guy and ordered to attack elephant, the bear and the dog were near him but they all were *wandering* while the pawn was attacking the elephant.It ended up by pawn getting killed and the animals were still wandering.
#13
Bugs / [A14] Hauling capacity bug
August 21, 2016, 08:01:39 AM
If your hauler has more then 75 hauling capacity(i.e. has 2 bionic arms) he should be able to carry more but he ignores that even tho it says Hauling capacity:105
#14
Haulers should haul things and put them at the nearest place in a stockpile instead of putting it randomly(hauling it to the middle instead of just putting it at the "start" of the stockpile), altho you can fix this by making 100 stockpiles just for 1 kitchen, workshop etc......
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