yep, that pretty much fit all the criteria
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#2
Mods / [Mod Request] Location filtering
November 18, 2018, 05:26:48 AM
Something I often miss when creating a new colony, is the ability to sort the locations and filter them so I can get a short list of whichever type of attributes that I'd like (say, is it mountainous or flat, which biome is it, which stone types are around, is there a river of a certain size etc) ... my programming awareness says that it shouldn't be all that difficult to read all the locations doing map generation and be able to filter that list (highlighting tiles that fulfil the listed criteria), but at the same token I don't really have a clue where to start or how to do it.
Is there any sort of mod that already does this?
Is there any sort of mod that already does this?
#3
General Discussion / Re: TIP: How to produce something close to ingredients with far-off destination zone
June 21, 2017, 05:16:52 AMQuote from: Chibiabos on June 20, 2017, 09:18:31 AMQuote from: SpaceDorf on June 20, 2017, 03:02:29 AM
Because producing Kibble needs meat. and it is easier to haul one or two bales of hay into the freezer, where your Butchering Table should be anyway, than having the cook go and get it from outside ..
I used to do this, my cooking stoves too, but now there's a productivity debuff on butcher tables and cooking stoves in the cold.
I stuff my Butcher table and Cooking stove in the the heat lock outside and into the dining room. with them counting as refrigerated
#4
General Discussion / Re: Deep drills worthless?
June 10, 2017, 09:46:55 AM
your calculation is quite biased
Firstly, you only need to build 1 Scanner for the whole map, hence it is paid over a lot of Drills
Secondly, Silver is probably (together with Chemfuel?) the least worthwhile resource to get from any single drill, and even then you'd usually be able to buy steel for ~2.5s each (dependent of cause of a lot of things including specific trader type and social skill) and Components for ~15s (same caviats) for a total of ~100s, giving you a net profit of 575
Firstly, you only need to build 1 Scanner for the whole map, hence it is paid over a lot of Drills
Secondly, Silver is probably (together with Chemfuel?) the least worthwhile resource to get from any single drill, and even then you'd usually be able to buy steel for ~2.5s each (dependent of cause of a lot of things including specific trader type and social skill) and Components for ~15s (same caviats) for a total of ~100s, giving you a net profit of 575
#5
General Discussion / Re: Colonists going to visit prison room?
June 06, 2017, 02:36:27 AM
without seeing screenshots it's hard to guess, but perhaps because a table in your prison is toggled as the gathering spot?
#6
General Discussion / Re: Need some exact figures for a point-based character creation system.
June 06, 2017, 01:03:09 AMQuote from: Sola on June 05, 2017, 05:12:38 PM
-Is there a list that shows exactly how much each body function (consciousness/sight/manipulation etc) have on each action taken by a pawn?
Information ('I' on the Pawn sidebar that pops up when you select a pawn), and scroll down in the stats window, and press on the jobs in question
#7
General Discussion / Re: Best random pawns thread!
June 06, 2017, 12:55:54 AMQuote from: Sola on June 05, 2017, 08:27:12 PMhunt a muffalo with a gladius.
There's your problem
#8
General Discussion / Re: Trapping a visiting convoy to recruit?
May 10, 2017, 11:17:29 AMQuote from: ReZpawner on May 10, 2017, 07:05:53 AM
Wouldn't this create a ton of errors?
Also, it seemed to me that if anyone died (that wasn't killed directly by their own colonists), you got the blame for it. I lost points because a cougar decided to attack them.
Not entirely certain, but i seem to recall reporting this some time ago and get told that it was because of having Hospitality mod installed
#9
General Discussion / Re: Any thing wrong with this base?
May 10, 2017, 11:16:03 AMQuote from: Hierophant on May 10, 2017, 03:56:26 AMAnd why do you have so many prisoner beds? I don't play at high difficulties, but do you really need five prisoner beds?? Oh well.
The 4 blue beds are Guest Beds from Hospitality mod
#10
General Discussion / Re: Any thing wrong with this base?
May 10, 2017, 03:48:42 AM
Where to start ... well, lets do it in no particular order as I notice it by looking at it...
Little to no defenses of any type, anywhere (the best you got is semi-organized piles of chunks that you could hide behind)
Long distance between Kitchen and freezer, meaning that your cook(s) are going to waste a lot of time running back and forth, very rough guesstimate given the distances I'd even guess that they'll only work at 1/4th of their (practically) optimal speed.
Your freezer lacks an 'airlock' that could keep it easier to keep going in terms of needing to use less Electricity to keep coolers running
Bedrooms is weirdly neither or, in terms of size ... they're to big to be cubbyholes that are as area wise efficient as possible (and sorting out the mood other ways), but they're way to small to negate any mood issues that could spring from having a small bedroom
There's a lot of dead space which could have been used effectively immediately to the north of your barracks which could have been used for farming purposes
Electrical wires are on open ground, giving a minor beauty debuff, instead of being inside your walls where they wouldn't give this debuff.
You're properly farming to much cotton.
Beyond very early game, Wooden walls are arguably the worst type of walls as they are destroyed easily, specially by fire
In general your door / 'hallway' placements leads to a fair bit of wasted time by going the long way around things that makes your base inefficient
your prison cells are far away from where you'd expect your pawns to be whenever they want to go talk to him, leading to a fair walk whenever they either want to try and recruit, medicate or deliver meals.
By bed count, your hospital is probably somewhat oversized (I'd probably scale it to between 1/3rd to 1/4th of your pawns), and the lack of Sterile flooring is a concern
Little to no defenses of any type, anywhere (the best you got is semi-organized piles of chunks that you could hide behind)
Long distance between Kitchen and freezer, meaning that your cook(s) are going to waste a lot of time running back and forth, very rough guesstimate given the distances I'd even guess that they'll only work at 1/4th of their (practically) optimal speed.
Your freezer lacks an 'airlock' that could keep it easier to keep going in terms of needing to use less Electricity to keep coolers running
Bedrooms is weirdly neither or, in terms of size ... they're to big to be cubbyholes that are as area wise efficient as possible (and sorting out the mood other ways), but they're way to small to negate any mood issues that could spring from having a small bedroom
There's a lot of dead space which could have been used effectively immediately to the north of your barracks which could have been used for farming purposes
Electrical wires are on open ground, giving a minor beauty debuff, instead of being inside your walls where they wouldn't give this debuff.
You're properly farming to much cotton.
Beyond very early game, Wooden walls are arguably the worst type of walls as they are destroyed easily, specially by fire
In general your door / 'hallway' placements leads to a fair bit of wasted time by going the long way around things that makes your base inefficient
your prison cells are far away from where you'd expect your pawns to be whenever they want to go talk to him, leading to a fair walk whenever they either want to try and recruit, medicate or deliver meals.
By bed count, your hospital is probably somewhat oversized (I'd probably scale it to between 1/3rd to 1/4th of your pawns), and the lack of Sterile flooring is a concern
#11
General Discussion / Re: Trapping a visiting convoy to recruit?
May 10, 2017, 02:06:48 AM
Wonder what would happen if you trapped people behind (Mod-available) impassable water
#12
General Discussion / Re: Infections in a17
May 04, 2017, 04:14:32 PMQuote from: DariusWolfe on May 04, 2017, 12:13:37 PMQuote from: Ukas on May 04, 2017, 04:01:46 AM
Sounds like infections work again like they did A15. I've been missing them, infections weren't a thing in A16.
Heh, well, almost. I actually had a colonist die of an infection in an A16 game shortly before the A17 unstable release. She'd been involved in taking down a raider, and my doctor healed the raider, then went to bed; Next morning, both colonist and raider were on bed rest, and I was microing my doctor (also best shooter aside from the wounded colonist) to go do some hunting, so the wounded colonist still didn't get medical care. Got an infection, died of it despite me eventually noticing and trying to doctor her.
But the rarity of infection in A16 definitely contributed to my complacency.
Actually had a colonist die to Infection the other day in A16 ... from an infection in their hand after they crash-landed and rescued ASAP
#13
General Discussion / Re: How selective are you in prisoner recruitment?
May 03, 2017, 02:43:27 AM
not sure why Trigger-happy should be an insta-deny ... Sure they'll less competent with guns but that's the gist of it.
I'm fairly selective and tries to keep the backlogged work as small as possible, so people that would effectively only Haul/Clean doesn't get a pass for me (specially as I tend to have a large group of hauling animals, whether it being dogs, pigs or boars)... You'd have to be worthwhile for another reason for me to take you in, even if its a rank 0 Crafting (in particular) with passion, and then you can clean/haul whenever your primary function aren't needed
I'm fairly selective and tries to keep the backlogged work as small as possible, so people that would effectively only Haul/Clean doesn't get a pass for me (specially as I tend to have a large group of hauling animals, whether it being dogs, pigs or boars)... You'd have to be worthwhile for another reason for me to take you in, even if its a rank 0 Crafting (in particular) with passion, and then you can clean/haul whenever your primary function aren't needed
#14
General Discussion / Re: Mechanoid Raids Only
May 03, 2017, 02:35:16 AM
Have you managed to turn all previously hostile factions friendly (by releasing their raiders after getting medicated)?
#15
Ideas / Re: Your Cheapest Ideas
April 26, 2017, 07:46:43 AM
Butcher corpses until X meat is available
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