Quote from: MCreeper on October 25, 2017, 04:29:19 AMAmen to that, Trying the tropical swamp, just clearing the space to build some buildings and I have no idea what to do with the wood. Crafting a million statues I guess.
- Trees seem to give the same amount of wood per tree. DF trouble - if you have any trees on the map, you will get far more then you will ever able to use.
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#31
General Discussion / Re: Alpha 18 unstable test build is released
October 25, 2017, 04:43:51 AM #32
General Discussion / Re: Alpha 18 unstable test build is released
October 25, 2017, 02:31:06 AMQuote from: Ser Kitteh on October 25, 2017, 01:03:32 AM
As others have mentioned, bedrolls require cloth which is not something tribals would have access to. It'd be great if the default scenario have more of it or you can build it out of other textiles.
I had no problem making bedrolls out of animal hides.
#33
General Discussion / Re: Alpha 18 unstable test build is released
October 25, 2017, 12:03:36 AM
So.... My world has a named place: "Alloum Taiga"
..
Its a Tropical Rainforest/Swamp....
That doesn't sound right?
"Taiga is the Russian word for forest and is the largest biome in the world. It stretches over Eurasia and North America. The taiga is located near the top of the world, just below the tundra biome. The winters in the taiga are very cold with only snowfall. The summers are warm, rainy, and humid. A lot of coniferous trees grow in the taiga. The taiga is also known as the boreal forest."
I could see the Cold Bog biome using the Taiga feature name, im guessing Tropical swamp is pulling from the same list?
..
Its a Tropical Rainforest/Swamp....
That doesn't sound right?
"Taiga is the Russian word for forest and is the largest biome in the world. It stretches over Eurasia and North America. The taiga is located near the top of the world, just below the tundra biome. The winters in the taiga are very cold with only snowfall. The summers are warm, rainy, and humid. A lot of coniferous trees grow in the taiga. The taiga is also known as the boreal forest."
I could see the Cold Bog biome using the Taiga feature name, im guessing Tropical swamp is pulling from the same list?
#34
General Discussion / Re: Alpha 18 unstable test build is released
October 24, 2017, 06:27:56 AMQuote from: Wanderer_joins on October 24, 2017, 05:37:24 AM
And the names of some regions... https://imgur.com/a/HajP9
Oooh nice screenshot. Is it just me or do those rivers look a hell of a lot better too?
#35
General Discussion / Re: Alpha 18 unstable test build is released
October 24, 2017, 03:41:09 AMQuote----Resurrector mechanite superdose
Is that... does that... that sounds like... a way to resurrect a dead pawn? Probably under some rather strict conditions (Or just super duper rare?)
Im really excited to see those new quests myself. More reasons to leave the base are always good.
#36
Stories / Bloody Pacifists
October 23, 2017, 10:36:45 PM
Tried a tribal colony, with 5x slower research, for kicks.
Random start location, and random colonists, didn't even look at them before the start. Fun right? So I ended up finding myself in an arid biome. That wouldn't be too bad... I hope. Lets take a look at my colonists. Well I got old man gramps who is 69, frail, bad back, huge scar on leg (21% pain) and is a brawler. Ooook.... The others are... two alright tribals, and two that are incapable of violence. Right. This is not going to end well is it?
First couple of days... And we have a problem. Between the pain and shitty movement speed, gramps is going crazy more often then not. Soon as I got some herbs going, I had the shaman cut his leg off. Stick on a pegleg. That'll help with the pain right? Well it does, but he's still having issues... lets set him to take smoke leaf anytime he's feeling bad.
...
Oh. So with the penalties smoke leaf gives, he falls unconscious anytime he imbibes. Eh I'm ok with that. As a bonus he has a few very short lived drug binges, as he smokes one stick, and falls unconscious every single time.
Sigh.... goddamn elders never good for anything are they? I consider euthanizing him but... I'm sorta RPing that he's the village chief, so he tells people what to do.
First couple raids are ok. two guys with bow, and the chief with a club (when he can make it to the fight in time, and isn't unconscious for one reason or another (smokeleaf).
I build a bunker to stick my defenders in, and keep them mostly safe. Few years in, I have even upgraded my soldiers to SMG's from looted raiders. Tried to recruit some but... They rarely survived. Did get a spacer that fell down. And her father, who was recruited JUST in time to see his daughter ripped apart by a raptor. He joins the chief in the "Permanently stoned" club. Though at least he can stay on his feet. They do get along quite well, something about both being old man who prefer a good round of fisticuffs over those newfangled bows and such. They also take turns breaking.
I've set up a small brewing lab, and got some hops for beer, all trying to get the bloody chief to remain reasonably happy and NOT stoned out of his mind. Incidentally, the two incapable of violence pawns got married in the last year. Yay. They move in together, and shortly after I have separate rooms for everybody.
Really running into a major problem though. Wood. It's taking forever to research stone making, and I've looted most structures on the map, I need so much wood, especially for my stove and coolers. It gets HOT in the summer. And spring. And fall. Actually winter is kinda warm too. There just isn't enough wood on the map, I plant a tree grove, but right after I do, a pack of Pachyderms decides to move in and eat it. ALL of it. Over. And Over. By the time they move on, I have nothing to burn in my stove. And the temperature is rising...
The jungle is just a short day and a half walk away. The chief decides screw this, lets go to a more hospitable area. So the whole tribe packs up what they can carry, and about 5 days worth of pemmican, and leave for the jungle mountains.
The trip is uneventful.
Oh the greenery, so much wood! And some nice ruins to set up as a quick storage spot. Build a bunker, plant some potaters... aaaand everyones starving well before the crops are ready. I my two hunters (only tribals capable of wielding ranged weapons) to kill some capybaras. Soon everyone will be fed and... Oh the capybaras didn't like being hunted. There go my hunters... 4 hours to live, and the whole pack is heading right for the fledgling colony. Which has two incapable of violence pawns, one old man with a mace, and... the chief. Who's unconscious. Again.
Everyone hides in the storage room, while the hunters bleed out and the capybaras eventually calm down. Which takes just long enough that one of the pacifist colonists goes into a berserk rage and beats the old spaceman to death.
By the time he calms down, the colony is the pacifist couple, and the chief. Who are all starving. The couple try to get enough food to feed themselves and the chief, but it's just not possible. The Chief starves.
So what now? I've got two tribals who can't fight, and way too much work to do. Oh well. They keep going. And then the raid comes. It's one pirate with a knife. The pacifists... cower in the corner, while the pirate wears himself out smashing walls. Eventually he leaves.
Alright, alright, I can do this. Just need to build up a foodpile, and capture any escape pods that come down. Easy! Im even getting back on my feat a little bit, still no soldiers, but at least the two colonists are not starving every day anymore. AN ESCAPE POD CAME DOWN! Quick capture her! ... ... Aaaand the survivor just got up and walked of the map.
Oh look another raid. One guy with a shiv. This time he manages to catch up to the male pacifist before he can hide, knocks him out without any resistance (despite this exact tribal having beat a man to death in a rage earlier), and promptly decides to leave with him. While the wife just stands there and looks scared. (Bloody pacifists).
The wife is alone. And then a heatwave strikes, and by the time she gets to trying to build a cooler, she falls over from heat exhaustion.
Hours later, she expires. Alone.
She deserved it. Bloody pacifists.
Random start location, and random colonists, didn't even look at them before the start. Fun right? So I ended up finding myself in an arid biome. That wouldn't be too bad... I hope. Lets take a look at my colonists. Well I got old man gramps who is 69, frail, bad back, huge scar on leg (21% pain) and is a brawler. Ooook.... The others are... two alright tribals, and two that are incapable of violence. Right. This is not going to end well is it?
First couple of days... And we have a problem. Between the pain and shitty movement speed, gramps is going crazy more often then not. Soon as I got some herbs going, I had the shaman cut his leg off. Stick on a pegleg. That'll help with the pain right? Well it does, but he's still having issues... lets set him to take smoke leaf anytime he's feeling bad.
...
Oh. So with the penalties smoke leaf gives, he falls unconscious anytime he imbibes. Eh I'm ok with that. As a bonus he has a few very short lived drug binges, as he smokes one stick, and falls unconscious every single time.
Sigh.... goddamn elders never good for anything are they? I consider euthanizing him but... I'm sorta RPing that he's the village chief, so he tells people what to do.
First couple raids are ok. two guys with bow, and the chief with a club (when he can make it to the fight in time, and isn't unconscious for one reason or another (smokeleaf).
I build a bunker to stick my defenders in, and keep them mostly safe. Few years in, I have even upgraded my soldiers to SMG's from looted raiders. Tried to recruit some but... They rarely survived. Did get a spacer that fell down. And her father, who was recruited JUST in time to see his daughter ripped apart by a raptor. He joins the chief in the "Permanently stoned" club. Though at least he can stay on his feet. They do get along quite well, something about both being old man who prefer a good round of fisticuffs over those newfangled bows and such. They also take turns breaking.
I've set up a small brewing lab, and got some hops for beer, all trying to get the bloody chief to remain reasonably happy and NOT stoned out of his mind. Incidentally, the two incapable of violence pawns got married in the last year. Yay. They move in together, and shortly after I have separate rooms for everybody.
Really running into a major problem though. Wood. It's taking forever to research stone making, and I've looted most structures on the map, I need so much wood, especially for my stove and coolers. It gets HOT in the summer. And spring. And fall. Actually winter is kinda warm too. There just isn't enough wood on the map, I plant a tree grove, but right after I do, a pack of Pachyderms decides to move in and eat it. ALL of it. Over. And Over. By the time they move on, I have nothing to burn in my stove. And the temperature is rising...
The jungle is just a short day and a half walk away. The chief decides screw this, lets go to a more hospitable area. So the whole tribe packs up what they can carry, and about 5 days worth of pemmican, and leave for the jungle mountains.
The trip is uneventful.
Oh the greenery, so much wood! And some nice ruins to set up as a quick storage spot. Build a bunker, plant some potaters... aaaand everyones starving well before the crops are ready. I my two hunters (only tribals capable of wielding ranged weapons) to kill some capybaras. Soon everyone will be fed and... Oh the capybaras didn't like being hunted. There go my hunters... 4 hours to live, and the whole pack is heading right for the fledgling colony. Which has two incapable of violence pawns, one old man with a mace, and... the chief. Who's unconscious. Again.
Everyone hides in the storage room, while the hunters bleed out and the capybaras eventually calm down. Which takes just long enough that one of the pacifist colonists goes into a berserk rage and beats the old spaceman to death.
By the time he calms down, the colony is the pacifist couple, and the chief. Who are all starving. The couple try to get enough food to feed themselves and the chief, but it's just not possible. The Chief starves.
So what now? I've got two tribals who can't fight, and way too much work to do. Oh well. They keep going. And then the raid comes. It's one pirate with a knife. The pacifists... cower in the corner, while the pirate wears himself out smashing walls. Eventually he leaves.
Alright, alright, I can do this. Just need to build up a foodpile, and capture any escape pods that come down. Easy! Im even getting back on my feat a little bit, still no soldiers, but at least the two colonists are not starving every day anymore. AN ESCAPE POD CAME DOWN! Quick capture her! ... ... Aaaand the survivor just got up and walked of the map.
Oh look another raid. One guy with a shiv. This time he manages to catch up to the male pacifist before he can hide, knocks him out without any resistance (despite this exact tribal having beat a man to death in a rage earlier), and promptly decides to leave with him. While the wife just stands there and looks scared. (Bloody pacifists).
The wife is alone. And then a heatwave strikes, and by the time she gets to trying to build a cooler, she falls over from heat exhaustion.
Hours later, she expires. Alone.
She deserved it. Bloody pacifists.
#37
Ideas / Re: Private Rooms should be.... Private. Also Pets.
October 23, 2017, 08:52:51 PM
Ah I suppose it could be some mod that adds the ability. Maybe animal logic.
Yes beds are assigned to a pawn, but if a room only has one bed, then the game does recognize the room as being "Leira's Bedroom" or even "Leira and Grey's Bedroom". If you select environment display, and hover over a room, it tells you what the room is. It recognizes bedroom, barracks, dining room, rec room, kitchen, workshop, lab, and barn.
Those are respectively:
1 bed = bedroom (Double beds are still one bed)
2+ beds = barracks
table and chairs = dining room
joy object = rec room
stove and butchery = kitchen
most other production = workshop
research bench = lab
animal sleep spot = barn
There's some order of labeling there, for example a room with a bed is a bedroom, but add an animal sleeping spot, it becomes a barn. oddly. Pawn still sleeps in the bed, but the game sees it as a barn. At least that's how it worked in vanilla. I haven't tested recently without mods.
The idea is that if the game can make a guess at an intended room purpose, it should be able to put some restrictions. Like a room with just one bed should ALWAYS be a bedroom, regardless of if there's also an animal sleeping spot or table in it, and pawns who are not assigned to the bed in it should not be allowed access, unless interacting with that pawn, firefighting, drafted, or ordered to.
Yes beds are assigned to a pawn, but if a room only has one bed, then the game does recognize the room as being "Leira's Bedroom" or even "Leira and Grey's Bedroom". If you select environment display, and hover over a room, it tells you what the room is. It recognizes bedroom, barracks, dining room, rec room, kitchen, workshop, lab, and barn.
Those are respectively:
1 bed = bedroom (Double beds are still one bed)
2+ beds = barracks
table and chairs = dining room
joy object = rec room
stove and butchery = kitchen
most other production = workshop
research bench = lab
animal sleep spot = barn
There's some order of labeling there, for example a room with a bed is a bedroom, but add an animal sleeping spot, it becomes a barn. oddly. Pawn still sleeps in the bed, but the game sees it as a barn. At least that's how it worked in vanilla. I haven't tested recently without mods.
The idea is that if the game can make a guess at an intended room purpose, it should be able to put some restrictions. Like a room with just one bed should ALWAYS be a bedroom, regardless of if there's also an animal sleeping spot or table in it, and pawns who are not assigned to the bed in it should not be allowed access, unless interacting with that pawn, firefighting, drafted, or ordered to.
#38
Ideas / Re: Smarter hunting / ui improvements and finding animals on map
October 23, 2017, 07:03:54 PM
Speaking of hunting.... I just lost my only two combat capable pawns to a pack of capybara's that didn't like being hunted. Leaving the 3 IoV pawns holed up inside the storage room on the other corner of the map. Because the capybara's somehow know exactly where every other human is, and WANT to chase them all down. Rather then you know, killing the "predator" human, and the moving on with life.
This is made even worse since one of those IoV colonists just went into a berserk rage, and suddenly found out he's quite capable of killing things.
This is made even worse since one of those IoV colonists just went into a berserk rage, and suddenly found out he's quite capable of killing things.
#39
Ideas / Re: Private Rooms should be.... Private. Also Pets.
October 23, 2017, 05:05:30 PM
I know right? Though apparently sleeping spots don't turn rooms into barns anymore, that must have changed since I first tried it. So that's a step up. Actually just looking at it, looks like you CAN assign owners to animal beds, I wonder when that changed? Huh... Guess that's what I get for making suggestions without double checking that something hasn't changed int he past few versions.
Now Im worried I made a complete ass of myself and putting a table and chair in a bedroom won't cause random pawns to come and sit in it either.
Now Im worried I made a complete ass of myself and putting a table and chair in a bedroom won't cause random pawns to come and sit in it either.
#40
Ideas / Private Rooms should be.... Private. Also Pets.
October 23, 2017, 03:47:32 PM
Searched forum for "room" didn't see anything relevant... So maybe not sugges.... Nah I'm sure someone has.
It annoys me that a room assigned to a pawn will be recognized as belonging to that pawn, but if you put a table or chair or whatever in to make it look a bit more "private quartery", then everyone and their dog feels invited to come in and have a meal there. Disturbing the rooms owner who's got to get up in 2 hours to go back to the mines.
Secondly, if you put a pet sleeping spot in the room, it converts the room into a barn. Ask yourself, which is more likely, a pet bed in someones bedroom for their pets, or a human bed in a barn? So yeah, bedroom should have higher priority then barn, and animal bed in a bedroom should be reserved for use (becomes "owned") by animals assigned the the room owner. So you know, the pawn can have his dog sleep in his room with him? Ideally, doing so would give/increase a mood buff.
EDIT: Damnit this was supposed to go in suggestions... My bad, could a passing mod please move it?
It annoys me that a room assigned to a pawn will be recognized as belonging to that pawn, but if you put a table or chair or whatever in to make it look a bit more "private quartery", then everyone and their dog feels invited to come in and have a meal there. Disturbing the rooms owner who's got to get up in 2 hours to go back to the mines.
Secondly, if you put a pet sleeping spot in the room, it converts the room into a barn. Ask yourself, which is more likely, a pet bed in someones bedroom for their pets, or a human bed in a barn? So yeah, bedroom should have higher priority then barn, and animal bed in a bedroom should be reserved for use (becomes "owned") by animals assigned the the room owner. So you know, the pawn can have his dog sleep in his room with him? Ideally, doing so would give/increase a mood buff.
EDIT: Damnit this was supposed to go in suggestions... My bad, could a passing mod please move it?
#41
General Discussion / Re: Tired of colonists walking through fire
October 23, 2017, 03:26:54 PM
I'm gonna guess that's the games alpha state coming through.
Also optimization. Pawns probably only check if they are getting targeted by a predator every xx seconds, or when attacked. The game KNOWS they are being targeted, but doesn't send an interrupt to the pawn process? Rather waiting for the pawn process to check for a flag being raised?
If that's the case, the pawn can't be checking for flags every second because it would make the game ludicrously laggy. So instead the pawn goes about his business until the set time interval, checks flags, and notices he's being hunted. Then he reacts.
Hopefully that will get fixed/optimized, along with path finding. I hear path finding is way better then it used to be, but it still makes some damn stupid decisions sometimes. Like walking through fires.
Also optimization. Pawns probably only check if they are getting targeted by a predator every xx seconds, or when attacked. The game KNOWS they are being targeted, but doesn't send an interrupt to the pawn process? Rather waiting for the pawn process to check for a flag being raised?
If that's the case, the pawn can't be checking for flags every second because it would make the game ludicrously laggy. So instead the pawn goes about his business until the set time interval, checks flags, and notices he's being hunted. Then he reacts.
Hopefully that will get fixed/optimized, along with path finding. I hear path finding is way better then it used to be, but it still makes some damn stupid decisions sometimes. Like walking through fires.
#42
Ideas / Re: Biome changes for rivers in desert
October 23, 2017, 03:19:16 PM
I don't suppose anyone knows if the mods creator is still around and willing to update? Or share his files to see if someone else can update it?
#43
General Discussion / Re: Research Time
October 22, 2017, 11:30:02 PMQuote from: Vlad0mi3r on October 22, 2017, 10:36:14 PM
Simple, play tribal. You start with crap all, basically all your research takes 4 times a long.
Quote from: Crow_T on October 22, 2017, 10:44:10 PMYou already CAN change it in stock, Edit Scenario -> Add Part -> Stat Multiplier -> Research Speed.
It'd be a great option in stock, until then there is this https://ludeon.com/forums/index.php?topic=32854.0
I usually play with a 1.33 speed in the crashlanded scenario.
I'm more asking if anyone else has played around and found a better rate, I tried a game at 10%, but that felt a little bit too slow. I'm going to try other rates, maybe 50%, but thought I'd post here and see if anyone else has noticed the same things and might have already done the play testing of lower rates.
1.33 Speed... that would be about 75%. Maybe I'll try that next.
Edit: Though now it occures to me that setting might only affect the value of the Intelligence put into it, so sterility and multianalyzer are disproportionately useful.
Edit: The more I think about it the more I suspect it's just a skill modifier in scenario. I'll try that mod, thanks for the suggestion.
#44
General Discussion / Research Time
October 22, 2017, 10:24:05 PM
Anyone else find research a little bit too fast?
I find that once you get a researcher to 20, not hard to do, most research completes.... really fast. Like, usually don't even have time or resources to build the stuff that has been researched, and then Im building the ship and leaving because I already researched EVERYTHING else.
I've been thinking of using scenario editor to decrease research speed, and I tried reducing it to 10%, but that might have been a tad bit TOO slow. On the other hand, it made made me actually care to build a multiannalyzer, and place sterile tile in my lab, and even build a second bench for when anyone else capable of research has nothing better to do, which I felt was a lot more engaging.
So, anyone else feel the same and have suggestions on a decent research penalty to play with? Also, how much will low research fuck over the colony when raiders come 4 years in and just working on machining?
I find that once you get a researcher to 20, not hard to do, most research completes.... really fast. Like, usually don't even have time or resources to build the stuff that has been researched, and then Im building the ship and leaving because I already researched EVERYTHING else.
I've been thinking of using scenario editor to decrease research speed, and I tried reducing it to 10%, but that might have been a tad bit TOO slow. On the other hand, it made made me actually care to build a multiannalyzer, and place sterile tile in my lab, and even build a second bench for when anyone else capable of research has nothing better to do, which I felt was a lot more engaging.
So, anyone else feel the same and have suggestions on a decent research penalty to play with? Also, how much will low research fuck over the colony when raiders come 4 years in and just working on machining?
#45
Ideas / Re: Changing how sight is calculated
October 22, 2017, 09:11:31 PM
While shooting requires one eye, gauging the distance to target, important due to wind and bullet trajectory, definitely requires two eyes (or a laser range finder). The difference between a good sniper and a great sniper is exactly in how well they can gauge the distance to target, and adjust for conditions over that distance.