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Messages - mrm

#46
Quote from: Catastrophy on January 30, 2017, 06:39:18 AM
Have you tried leaving an empty tile between wall and generator somewhere? So the hotness can actually "go somewhere"?
Yep, this explain a lot. Very small area will give very short temperature raise, barely noticeable. Larger area can build up heat and keep it until the next steam come out, but the temperature is lower.

I was trying to make a raider trap, for those who tries to damage my generator. Generator double walled with long corridor between walls. First door open, long corridor around generator, second door closet. Theory is, raider will attack second door when my pawn lock the first. When he destroys it, all the heat will cause heatstroke before he escape trough wall. But it doesn't work :)
#47
I have the opposite problem. I walled and roofed up geothermal generator in a way so it should build up some extreme temperatures. But it doesn't. Internal temp = external.  No mods.
#48
English is not my native language and it was a pain in the ass to answer those questions, each time i had to google 2 out of 3 or even 3. I have no clue which is the last month of the year. Or second. And i think those answers are case sensitive, if i write Star"wars" instead of Star"Wars" it wont pass and i get 3 new questions... and again, and again...

But hey, its only few first posts, its not that bad :)
#49
Its weird, i can add animal, raider, insect, or mechanoid corpse to caravan or transport pod, but not a dead colonist.
#50
General Discussion / Re: Sibling tragedy
January 22, 2017, 02:16:38 PM
I had one of these. Dude was heavily wounded, but he decided he just take a walk to my medical bed. Trough entire map. No options to rescue, etc. It was a pretty slow walk, so he didn't make it. Hi died in my dining room. I don't know if he collapsed first with option for rescue, or died instantly, i forgot about him and found him the next morning :)
#51
General Discussion / Re: Fires... Oh The Fires.
January 21, 2017, 02:58:25 PM
One of my best colonist is a pyro, he sets things on fire outside, when its raining like hell. He goes pyro even two times in a row while the same rain event :D Well, sometimes he plays with fire inside, setting fire to wooden furniture, it doesn't matter if a legendary grand sculpture is on fire, my colonist have much more important things to do, like go to sleep and ignore any fire in their way. I can wake them up and prioritize fire fighting, but as soon they extinguish one single flame, they keep going to their beds ignoring the danger and pretending they don't see this moron who tries to set things on fire with his... gun? Yep, this needs some improvement.
#52
General Discussion / Re: Plague unbeatable early game?
January 19, 2017, 09:48:17 AM
Fighting diseases can be also hard because... idiot colonists keep getting up from they beds and do some work, even if "rest until healed". I found that disabling all types of work in the work tab help to solve this.
#53
General Discussion / Re: Shitty Colonists
January 17, 2017, 09:45:06 AM
I am trying to avoid useless colonists. If they come from a crashed pod, i strip them down, take they stuff and let them die. Those "escaping from raiders" ones are different, you can't tell if its good or bad. Well if its is some kind of a teacher, i know its bad. But even if its a sheriff, it can be also pretty useless. If i have few of them in my colony, i just treat them different. Babs the pacifist, Johnson the noblist (he had 21 research at some point) but hes pretty useless, he just wanders around because he can't do shit, but i keep him only because he has a pretty decent shooting. But those crappy colonists have only herbal med, they are last for rescue, in case of Johnson, first i haul his weapon and let him bleed for a while, and if someone wants to rescue him, ok, but i never prioritize such thing. The silly thing is, he always gets the smallest wounds, he is resistant to diseases, etc, even if i send him alone to kill a timberwolf. He just wont die... Now, when he did all research he could, i think i send him alone to attack raiders, maybe they kidnap him, and at some point he will come back as a raider and i can shot hes useless head off with pleasure :)

If its Cassandra, and a colony is small, she will throw a bunch of escape pods to increase the population. Its the best moment to avoid useless colonists.

#54
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.

[attachment deleted by admin due to age]
#55
Yesterday i found that last fleeing raider who tries to escape by mining a half of a mountain instead of going trough a destroyed door... was Tynan Sylvester, game developer :) Unfortunately i lost my screenshot, but it had a pretty interesting traits as well, not capable of social, etc :)
#56
Ooook, i just checked. Attended party +15 mood affects only colony where the party takes place. Colonist in second colony didn't get any mood change. So only negative mood is shared, and positive is not? Wheres the fair play?
#57
General Discussion / Re: How do Raids work?
January 14, 2017, 07:22:17 AM
From my point of view, yes, those events are somehow scheduled. One time i had a dry thunderstorm and made a save there, and like 10 mins later i got a raid and an plague on 8/12 of my colonists... everything basically at the same time. I found it was too much and tried to load the save. Multiple times. Well, sometimes i got an additional rain to put out the fire, but raid and plague always was there. Raid event was pretty random (raid/infestation/mech), but the plague was always the same, the same colonists in pretty the same order. Then i tried to load an autosave long before the thunderstorm, so the thunderstorm was optional, but raid + plague was always waiting for me for the exact moment. So yep the storyteller can make all those things up, but it puts them on sort of a list and puts them into a savegame maybe?
#58
Quote from: JuicyPVP on January 13, 2017, 01:36:46 PM
I think maybe the second colony should have a lessened effect. Maybe half? Because they didn't see it?
Smaller debuff when its further away? Or no debuff at all if its at least X cells away? I think this is a fair deal, because moving prisoners by few cells on the map might be difficult, especially when some of them have a peg leg(s)/no arm(s), and they move slower than wounded tortoise :)

Quote from: JuicyPVP on January 13, 2017, 01:36:46 PMBut what if there is no communication. No caravans. Just drop pods, and no one ever talks to psycho doc? then maybe no effect?
Doctor can return to original colony after lets say 5 days, he informs everyone about the "accident", and everyone gets debuff only for the remaining 2 days.

Well its not only about chopping raiders and negative mood (it is ;) ), other stuff like wedding/party with positive mood would be also dependent on this and other colonies would not get it. Just to be fair. Colonists from the second colony did not saw the wedding, they only got the good news trough the radio so they can not receive full mood boost, but lets say half of it. They barely know the bride. They are living on the other side of the planet. They are very busy doing their... medical stuff :)
#59
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