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Topics - mrm

#1
So I am playing with custom scenario with permanent volcanic winter and permanent cold snap, on pretty the coldest spot on the coldest planet setting, B18. Temperatures are varying from -115C in winter up to -60C in summer.

In the first two years raiders were dying like stupid due to extreme temperatures, but they have adapted with time and now most of them have proper parkas and can make to my base and do their raider stuff before getting downed from hypothermia. It has to be the middle of the winter and a "prepare" or "siege" type of riders to take damage from the temperature, so I think they are doing great in terms of adapting to the extreme conditions.

Can't say the same about traders and visitors. They are always clothed really bad, like they can withstand from -30C to -50C at best, rarely to -100C for a small % of them. No adaptation at all trough the 8 years i play on the map. They are always fleeing or freezing to death, so its really hard to trade or make use from visitors (Hospitality mod, but regular visitors are not an exception).

If raiders can adapt, why traders and visitors can not? Is this intentional or its an oversight?
#2
One of my colonists like to eat raw human meat, but she is still getting the raw food debuff. Why? She like it raw so why she hate it raw at the same time? I don't think it should be like this.

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#3
I am trying to burn down the whole area around my base, at least for 40 tiles around. Ya know, so my enemies won't have a single bush as a cover - only flat open field. Each time i take incendiary launcher and set those damn trees on fire, two-four hours later it starts to rain. Each damn time. I understand that storyteller can help and extinguish the fire from time to time, but come on! Now i start to think that shes too smart, she knows what i'm doing, and shes doing it on purpose. And where are alphabeaveres when i need them?
#4
If i mine them out, new fall down with the "roof collapsed" notification. I tried many times. Its a weak point right in front of my defenses.

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#5
So i was a year in with the Lost Tribe scenario. I got the poison ship event so i went to deal with it, it was already a hard fight because i only had greatbows and no armor. Then a pack of about 20-25 manhunting foxes spawns behind my back and murders all my people in no time. Well not murder but all my people are down and wait for their end. Then they go for mechanoids and kill them as well (i believe one of them must had to shoot on of the foxes so they got angry). Is this normal on rough difficulty? I had no chances of winning.

Reloaded the save before the fight with mechanoids and instead of manhunting foxes got a siege (had no mortars at this point) which i was able to handle and win with 1 lost leg, and then went back to finish mechanoids. Luckily they wasn't chasing me but stay around their ship.
#6
I found that bug in the bug section, but i found a temporary solution if someone gets it.

If you create a caravan right before or while marriage or party, and if caravan pawns go to that party, then they forget about caravan, and pack animals used in this caravan becomes unusable. Animals are waiting for load, they don't eat and don't sleep. Then we get a lot of "collapsed" notifications, and even "miscarried". If we try to make a new caravan we find that those animals are not on the caravan animals list, like they are not available. We can lost a bunch of dromedaries or muffalos due to this bug. I found that selling one of the animals cancels this "caravan" because "one of the animals were lost" or something. Then we can buy back this animal or not.
#7
At 1. steel stockpile to haul to the other colony.
At 2. animal area with muffalos, i set it like this so its close to stockpile.

My idiot colonist who is loading up caravan, goes to "1", and takes all the muffalos to "3" (basically inside the base or inside the killbox), and then he is hauling all this steel trough entire map with 72 pieces for each pass. He does it whole day from the morning, and if the caravan is finally fully loaded in the next day at 2am, then he takes muffalos and goes west, right by the steel stockpile and leaves the map around 4am. Of course he is starving and very tired. Then i get the immobile caravan problem probably because he suffers from exhaustion.

And there's more of this bullshittery. My other colonist at some point starts to unloading muffalos from steel so i need to give them some other job to do. Not always, but this happen.

Am i doing something wrong? I tried to set up home area at "1" and "2", this doesn't work at all. I don't take anything else, only steel from "1" stockpile.

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#8
Hello,
So when i have two colonies, some of the thoughts are shared between them and other not. For example a heat wave or psychic drone affect only colonists in a colony where it occurs. But when i butcher raiders for their organs in the second colony (with only one colonist, my psycho doctor), all of the colonists in my first colony gets the mood debuff, like -15 for organs, -8 for death, and so on. Like instantly, they just know what happened. And why is that? Why can't we have independent mood thoughts in independent colonies?

Cheers,
mrm