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Messages - OFWG

#196
Ideas / Re: Burning Drugs in bulk
February 16, 2017, 04:16:39 PM
Quote from: Swat_Raptor on February 16, 2017, 01:22:59 PM
Crafting takes priority before hauling ...

You have to use detailed work priorities with the game in its current state, it's essentially impossible to use the simplified. So, set at least one person's hauling priority higher than their crafting and they'll haul first.

Quote from: Swat_Raptor on February 16, 2017, 01:22:59 PM
infact I think that even if a hauler isn't assigned to crafting they will still engage in the crafting/burning ...

Is that a bug or something? I've never heard of it.

Edit: Today I learned that cremating is a haul job!
#197
Interesting info, thanks!

Also that first if statement seems to indicate that doctors can be non-human :D
#198
Quote from: jpinard on February 16, 2017, 03:52:24 PM
... furniture and apparel are nice they don't really change the dynamic of the game tooo much. ...

This, IMO - I see the 'spartan' nature of the game content reflecting Tynan's focus on core gameplay rather than cranking out many variations on individual items.
#199
Ideas / Re: Burning Drugs in bulk
February 16, 2017, 01:05:02 PM
Never used that particular task (burn drugs) but that does sound like a hassle. I'd put a critical-priority drug stockpile right next to the crematorium so the haulers move the drugs in bulk.
#200
Ideas / Re: Some thoughts on Item Quality and Maintenance
February 16, 2017, 01:03:28 PM
Quote from: SpaceDorf on February 16, 2017, 11:30:52 AM
And I know it is a game, but in real life weapons do not fall apart in months or even a few years.
The rifle which was issued to me, when I did my voluntary service in the german army was older than me.

You're right of course, but to be fair that rifle had probably been gone through a few times to replace small parts, maybe even a barrel change or two depending on caliber and how much it's been used. In my mind that's what the durability loss represents.
#201
Quote from: CrazyEyes on February 15, 2017, 04:21:01 PM
Recruit her, stick her in cryptosleep, and then when you build your spaceship take her offworld with you so her injury can be healed when she wakes up.

+1
#202
Ideas / Re: Cannibal balance - Kuru
February 14, 2017, 05:58:52 PM
Quote from: TheMeInTeam on February 14, 2017, 05:34:47 PM
You can make that case for raw, much less so for cooked.

Bad cooks undercook food, leading to more (and more severe) food poisoning for meals containing human.
#203
Ideas / Re: Pawns viewing art in others' bedrooms
February 14, 2017, 12:41:01 PM
Does the game even have the concept of a room belonging to someone? I thought ownership was only for the bed within the room.

Good suggestion in any case.
#204
Ideas / Re: Take to NEAREST stock pile
February 14, 2017, 12:34:23 PM
Quote from: Lurmey on February 14, 2017, 12:21:08 AM
Quote from: OFWG on February 12, 2017, 02:18:05 PM
Wow, that is a super-turbo-inefficient base layout! You're probably better off letting the doctors be the ones to make the long walk since you're always going to need meals but not always patients. You're not going to get any sort of efficiency out of that. Even the 'take to nearest' option would just clog up the hauling jobs.
Don't mock my colony. I don't make them to be efficient, I make them to look nice. I play this game for the story and immersion, to have fun, not to tryhard!

Didn't intend to be mocking, the tone doesn't translate well in text so I'm sorry if it read that way. Either you want efficiency or not - if you're not "making it to be efficient" then look at my suggestion again for one solution.

Quote from: Lurmey on February 14, 2017, 12:21:08 AM
All in all, I don't see why this has to be such a debate. Why would this addition be a bad thing?

Because every so-so change means a better change didn't make it in.


Edit: Mikhail said it way better.
#205
You certainly should be able to treat the bleeding. I didn't have any trouble with that in A16. Could it have been a mod changing the way medicine works or something?
#206
Quote from: Euzio on February 13, 2017, 11:11:04 PM
I think what OP means is that he's kinda hoping for a storysteller that is in between Phoebe and Cassandra.

Oh yes, that was clear. It's unlikely that any person could create a storyteller that can satisfy everyone though, thus the suggestions on how to customize your experience with the existing storytellers.
#207
Did you know you can switch the storyteller during a game from the game menu? You can definitely roll your own experience. :)
#208
Ideas / Re: Cannibal balance - Kuru
February 13, 2017, 09:15:00 PM
Quote from: makkenhoff on February 13, 2017, 07:30:52 PM
the whole 'you can get disease from things you eat' may be true, if the animal in question died from it

Not sure why you're dying on this hill, but beef has a 'rare' cooking level that are fairly low temperature and is still generally considered safe. Pork and chicken only have 'safe' and 'unsafe'. Also check out 'blue' for beef, which is even lower than rare.
#209
Ideas / Re: Maneater reactions to hunting too deadly?
February 13, 2017, 01:22:23 PM
Quote from: Aerial on February 13, 2017, 11:27:18 AM
It would also be nice if, once an animal is downed, you could simply walk up to it and kill it, much like the slaughter functionality.

This happens in A16. The hunter will walk up and administer a point-blank shot which (almost) always finishes it off in one.
#210
Fun story! Right now it's as expected, though.

Quote from: DanielCoffey on February 13, 2017, 11:06:50 AM
Should I use a proper Sarcophagus rather than a Grave to store Cobra? Will it help relations in the future if I make that effort?

It won't make any difference. Cobra is now 100% out of the relations game.

AFAIK, treating pawns with your own medicine also makes no difference with relations.