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Messages - dkmoo

#16
Quote from: Songleaves on January 12, 2018, 04:16:20 PM
Quote from: OFWG on January 12, 2018, 03:38:38 PM
https://en.wikipedia.org/wiki/Apophenia

Nah, I definitely see Val, and Engi, and Sam often as well. Although it's not that big of a deal since it's not like people have unique names in real life either.

They appear to appear more often bc those names are familiar to youbso you tend to remember them more over others.

Dev mode spawn a 1000 pawn pirate and 1000 pawn tribal raid and I'm sure you'll see a random distribution of name generation.
#17
General Discussion / Re: Quick Crafting Question
January 14, 2018, 01:03:16 PM
Quote from: SpaceDorf on January 14, 2018, 12:38:40 PM
Afaik smokeleaf does, blocks don't

Nah, smokeleaf doesn't. It used to raise a diff stat (int?) But tynan did away with that.

https://ludeon.com/forums/index.php?topic=33234.msg338798#msg338798

Stonecutting still raises construction I think.
#18
Even if you have migrating grizzly bears it's possible to kill all of them with 0 casualty. Trick is to lock yourself into a building with multiple entrances (preferably far apart) with a decent builder by the door. Manhunters will only activity attack doors for a few second before going back to their target seeking mode. So just pop out in the door further away from the mob and shoot them until they close in, then duck back into the building and have ur builder ready to repair the door. Then pop out at the other door and repeat.

#19
General Discussion / Re: Post your best tips
December 16, 2017, 02:14:42 PM
Quote from: BoogieMan on December 16, 2017, 01:08:52 PM
You can light 18 Hydroponic planters with one sunlamp if you correctly arrange them.

Nope, you can do 24

No need to make room for walkways.
#20
General Discussion / Re: The Wonder of 5% Worlds
December 16, 2017, 09:46:54 AM
Quote from: Hans Lemurson on December 16, 2017, 02:31:01 AM
But how could you possibly divide a world with an icosahedral tiling pattern into 20 different equally-sized regions?

Make each 5% map into a shape of a triangle and create a more to make it make sense. Lol
#21
When you have enough resources and heavy unvestment, growing rice to make chemfuel to power chemfuel generators provide a lot more power for the same amount of footprint/area. 1a setup of 1 sunlamp and 24 hydroponic growing rice can generate 24KW of constant power that only requires 5k to power the system (including the power needs of 5 heaters and 2 refineries)

So for your late game where space is a premium and power requirement is high, go with the setup above.

Plus no need for battery.
#22
Hi All,

First of all I take no credit for this challenge - I just stumbled across this while surfing his youtube chanel. I know his a16 challenge was quite popular here and many have request a17/a18 versions of it from his official post. (not gonna necro it but the a16 challenge is here: https://ludeon.com/forums/index.php?topic=28853.0

I'm not sure why he didn't announce his new b18 challenge on this forum but he started it about 3 weeks ago.

Here's is the youtube link where you can download his save. http://www.youtube.com/watch?v=GnVsgIS0oe8

I know many players (myself included) have tried to recreated similar scenarios on their own for a17/a18 to play his a16 challenge but this one's his "official" challenge with a new character "Cross", new rules, and new planet.

I for one will be eager to do this challenge for Cross in the loving memories of Engie. =)

#23
General Discussion / Re: Dealing With Blight
December 03, 2017, 10:37:43 AM
you deal with it the same way you deal with fire - mobilizing your entire force and plant cut priority 1.

I never had a problem with it and usually can deal with it w/o it spread ti even the next tile.

in case you don't know - it's not only the grower can cut, everyone that can do dump labor can cut.
#24
assuming you have some way of "building on water" as your only change to game mechanics to keep your premise of "using current mechanics only". then it will play out very similar to sea-ice, but with the following exceptions:

1) no raider, manhunters, etc.. since those will require additional game mechanic to walk over water.
2) no resource from drop-pods/meteors since you can't get to them.
3) no traders either other than orbital
4) raids can occur if they drop pod right into your base.
5) it'll be warmer so you won't have the temperature challenge.

If you also add a game mechanic of building boats to allow movement over water, then perhaps you will have 1) - 3) above occuring.
#25
Luciferium, as others posted, will cure brain injuries with time. It is addictive, but for established colonies you can easily support 1-2 addicts.

It's every 5 days but with the drug policy and a "little bit" of withdrawal you can stretch it to every 6 days. that means only 10 per year. IIRC, I think more than one type of traders carry them. You just need to buy their entire supply when you get one (usually about 20-30), and it'll last you 2-3 years. In that time you will get at least another trader that sell it, ensuring you have a never ending supply.

For ex, in my current colony i have 2 addicts and a stockpile of 70. so now i'm not even buying lucis at every trader opportunity.

On the plus side, luci addicts are effectively super-pawns. everything's enhanced and you recover so quickly that you don't even need medicine for them to recover from plague.

Healing Nanite - you said you play in German right? does that look like a little red pill? does it say that it's addictive too? do a test and have the vegetable take one and see if he develops an addiction for that that lasts 5-6 days. If so, then the healing nanite is the translation of Luciferium.

RE: Brain Transplant - not sure if the poster was joking but in vanilla you cannot do that.
#26
General Discussion / Re: Dealing with Toxic Fallout
December 03, 2017, 10:13:34 AM
Quote from: BasileusMaximos on December 02, 2017, 03:08:16 PM
Oh, and apparently toxic buildup causes dementia. The fallout passed and I still have tons of colonists getting it. What a nice "feature".

if your pawns developed dementia then its permanent - you probably want to restart at this point..you need to keep pawns under roof like most of the other posters said. If they have to go outside for any reason (defending, hauling etc..) make sure you limit their exposure to the toxic  buildup that they'll accumulate in unroofed area. IIRC, toxic buildup levels of "initial" and "minor" (up to 30%?) are OK so if you have pawns getting close to that, limit them to roofed areas only and the % will slowly decrease. Once you get past "Minor" then dementia sets in and it becomes permanent.
#27
General Discussion / Re: Amputations and Surgery?
November 30, 2017, 02:23:42 PM
unless you are using a mod i don't think you can harvest limbs. the only things you can harvest are liver, heart, kidney and lung.

you can replace limbs and eyes with bionics but AFAIK the replaced body parts are just discarded.
#28
General Discussion / Re: Trading madness
November 30, 2017, 10:26:26 AM
RE: Spacing. I agree that bowler hats is no where near as space efficient as flake. my point is, in practical sense, the "space-hungriness" of bowler hat has an upper limit so it's not like "as long as your production can keep up you'll need to devote half of your base storing bowler hats". In my current play-thru, 2 orbital beacon worth of space was enough for the most part b/c bulk good traders usually don't carry enough silvers to buy more than that. Is 2 orbital beacon worth of space still alot? sure, but i'm just trying to put its needs into perspective. Obviously if you also need to buy stuff from the bulk goods, that'll change the spacing limit. From purely making $$ perspective, esp if you have a lvl 20 crafter, the difference between making flake and making bowler hats is quite significant.

RE: Neutromine -> Wake up: yes it takes longer to make than flake but in my experience it doesn't make much difference. I remember churning thru a full stack of 400 of them in a couple of days. The key here is that it's dependent on your social level. like i said with lvl 20 social you can buy 4000 silver worth of neutromine and make 8000 silver worth wake up with a very quick turn around. so depending on what your situation is, this could be a good part of your economy. As for the other uses, yes its needed for other stuff but it doesn't decrease your profit margin (50% max).
#29
General Discussion / Re: How do you deal with blight?
November 30, 2017, 10:01:04 AM
I just cut the blight-infected plants. 9 out of 10 i can cut them all away before they spread to even the next tile. then replant right after.

Didn't think anything more drastic like getting rid of the whole field and waiting for a while before resowing was necessary?

had about 3 - 4 blights in my 13 year old current colony. I thought the new blight mechanic is a lot easier and less impactful than the old mechanic.
#30
General Discussion / Re: Trading madness
November 29, 2017, 07:24:18 PM
Yes but at some point once you have large enough a storage,  it becomes a moot point bc you'll be limited by the purchasing capacity of the trader.