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Messages - The Man with No Name

#91
General Discussion / Re: what does light affect?
April 30, 2017, 10:19:55 AM
So what about operations? I have a Sun Lamp in my hospital Operating Theatre, which is only turned on when doing operations. I'm not sure if it gives any benefits to an operation's success, but it looks cool.
#92
Going forward, use stronger doors at the base entrances, Plasteel being the best, and divide all the base's corridors into sections linked with doors that are normally held open but can be closed in times of emergency. That way, if the base is penetrated, the intruders can be isolated without being allowed to have the run of the base.
#93
I made a similar thread a few weeks ago. It's interesting that my thread was also about boomrats. I've experienced lots of manhunter hordes now, but that particular one was something else in its level of intensity. What seemed to make it different to any other I've faced is that the boomrats were able to detect, lock on and attack (their state showing as "Attacking so-and-so") colonists on the other side of my base through my base, walls and all. So I could hardly move at all in my base without them detecting and attacking from round the other side of the map. It all ended in huge fires inside my base, alien ship, Zzt fire and a deer manhunter pack in the most testing chain of events I've ever faced in the game!

So I'm not sure that all Manhunter packs have the same operating logic. It was like boomrats have been given some extra sensory ability boost, more powerful than the smell of a bloodhound.
#94
Thanks for the replies.

Here are some temperature figures for Cloth and equivalent insulation value above-average leather clothing items (such as Muffalo leather). Since Cloth has poor protection stats, leather is the better option.

The figures are what the clothing item reduces minimum comfortable temperature by, and increases maximum temperature in the case of dusters and cowboy hats. I've also only included the key stats, such as leaving out that tuques and parkas also reduce the maximum comfortable temperature - since these items are not worn in summer, it's not so relevant.

Cloth/above-average leather Duster: -15C/+17.3C
Cloth/above-average leather Jacket: -15C
Cloth/above-average leather Parka: -40C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C
Cloth/above-average leather Tuque: -10C
Cloth/above-average leather Cowboy hat: +9.5C

Here are some values for Muffalo wool, a medial wool, for some of those items. Camelhair and Alpaca wool would allow for even higher temperatures.

Muffalo wool Duster: -45C/+54C
Muffalo wool Parka: -120C
Muffalo wool T-shirt: -9C
Muffalo wool Tuque: -30C
Muffalo wool Cowboy hat: +29C

So, from that, we can make some outfits and have a look at the comfortable temperature ranges.

Nudity

n/a

Nakedness's comfortable temperature range is 12C to 32C.

Basic

1)

Cloth/above-average leather Jacket: -15C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C

This outfit's temperature range would be -9C to +32C

2) Change the Jacket to a (Cloth/above-average leather) Duster:

Cloth/above-average leather Duster: -15C/+17.3C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C

...and the temperature range is -9C to +41.5C

Winterwear

1) Add a (Cloth/above-average leather) Tuque:

Cloth/above-average leather Duster: -15C/+17.3C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C
Cloth/above-average leather Tuque: -10C

...and the minimum temperature is down to -19C (and maximum temperature would also decrease slightly, not calculated here)

2) Swap the (Cloth/above-average leather) Tuque for a Muffalo wool Tuque:

Cloth/above-average leather Duster: -15C/+17.3C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C
Muffalo wool Tuque: -30C

...and the minimum temperature is now down to -39C

3) Swap the (Cloth/above-average leather) Duster for a Muffalo wool Duster (and thereby sacrificing some protective quality for increased temperature range):

Muffalo wool Duster: -45C/+54C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C
Muffalo wool Tuque: -30C

..this would reduce minimum temperature down to -69C

4) What if one wanted to use helmets and therefore forsake using Tuques? A Muffalo wool T-shirt would reduce things slightly down to -15C:

Cloth/above-average leather Duster: -15C/+17.3C
Muffalo wool T-shirt: -9C
Cloth/above-average leather Pants: -3C

This outfit would have a temperature range of -15C to +41.5C. The Button-down shirt has slightly better temperature stats than the T-Shirt, so a wool Button-down shirt would allow for, I think, three degrees lower temperature.

Then there are other clothing material combinations one could make, if one is prepared to compromise between temperature comfort and protection.

Summerwear

1. Adding a (Cloth/above-average leather) Cowboy hat to a basic outfit:

Cloth/above-average leather Jacket: -15C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C
Cloth/above-average leather Cowboy hat: +9.5C

This outfit's temperature range would be -9C to +41.5C

2) Swap the Jacket for a Duster and swap the (Cloth/above-average leather) Cowboy Hat for a Muffalo Wool Cowboy hat:

Cloth/above-average leather Duster: -15C/+17.3C
Cloth/above-average leather T-Shirt: -3C
Cloth/above-average leather Pants: -3C
Muffalo wool Cowboy hat: +29C

...and the temperature range is -9C to +70.5C

-------------------

Also, what are people's thoughts on helmets? Having colonists wear helmets all the time reduces speed slightly and means one can't utilize the the temperature benefits of Tuques and Cowboy Hats. There often isn't time to change headwear before battle, so I guess it's a strategic choice that a player must decide on.
#96
Ideas / Re: Breaking up social fights
April 29, 2017, 12:59:12 PM
I had the same situation, which I discussed in this thread. I also felt that a colonist beating another colonist to death should have consequences, so I "banished" the homicidalist, or made them flee the map, by using one of the Dev tools.
#97
Colonists will do a lot of things automatically, like feed themselves, rest, change clothes according to the temperature and so on. It's basic and realistic common sense behaviour to not shoot a fellow colonist in the head from a couple of yards away with a sniper rifle, and so it should not require human player intervention to prevent a colonist from doing this as an automatic and pre-determined action. It's not possible to make a rational argument against this. The only issues to consider are possible effects on computer performance and on the "flow" of combat.

I still hope that a solution can be found to this that eliminates egregiously daft instances of colonists shooting each other, while not having them hold fire excessively or unwantedly. So we are talking, in particular, about instances where colonists firing at targets puts other colonists in significant danger, and perhaps even greater danger than the intended targets.

Without knowing exactly how missile combat in the game is designed and programmed, it's difficult to offer definite solutions, but I like the idea of a speech bubble being issued to inform the player in such instances, were such a safety mechanism to be implemented.

The posters in this thread that like to say this is "my fault" (caps removed) are missing the point. You are basically saying that "colonists will inevitably and automatically shoot other colonists, despite this being unrealistic and illogical, and it's your fault for not taking this into account and micro-managing them to stop them automatically doing this", when the issue really is "why the hell did that colonist just shoot that other colonist completely unrealistically and in ludicrous circumstances?!".

Also, I haven't been able to determine exactly what causes the "bug" I mentioned about colonists continuing to fire after the "Allow Firing" toggle has been turned off, but I've encountered it on multiple occasions and the screenshot I provided is visual evidence of it.
#98
Quote from: ArguedPiano on April 28, 2017, 05:32:15 PM
If you click on the animal in question, a box in the bottom left corner will pop up. Look for the information tab (i). That will list all the animals stats.
Numbers mod works as well.

This forum doesn't have a facepalm smilie.  :'(

The Numbers mod displays all one's animals' stats on one page, though...  8)

EDIT:

Quote from: O Negative on April 28, 2017, 05:12:40 PM
I reported animals not getting heatstroke as a bug a long time ago, but was told it was only like that because the devs didn't want animals to be super hard to care for. Fair enough.

So we're still not sure whether animals's comfortable temperature range actually does anything? Maybe affects wool/egg/milk production speed maybe, if it doesn't kill them?
#99
Quote from: PotatoeTater on April 28, 2017, 04:12:34 PM
Speaking from experience, I tried an egg farm from turkeys, they don't produce fast enough to be worth it for eggs.

Yeah, I've noticed that in my game.  :)
#100
Also, have your freezer set at below freezing, at perhaps something like -3C, so the freezer is less vulnerable to small temperature fluctuations, in case you hadn't already.
#101
I can't find any in-game or online sources for animal temperature ranges. However, using the Numbers mod, with which can view various stats, I can see that animals have minimum and maximum comfortable temperatures. Here are the ones for the animals I own (min/max):

Turkey: -8C/50C
Cat: -14C/50C
Cow: -14C/50C
Grizzly bear: -40C/50C
Red fox: -50C/50C
Husky: -50C/50C
Muffalo: -60C/50C

So I suppose it might be sensible to build a heated barn for animals to shelter in for when it gets really cold.
#102
Perhaps during a solar flare, which cuts electrical power and meaning the freezer isn't cooling stuff to below freezing? Or perhaps an uncooled stockpile that is set to take meat that you haven't noticed?

EDIT: Also, it's sometimes possible to accidentally paint stockpiles without meaning to, and they can be difficult to locate, if this is the case.
#103
I have some tamed livestock now, such as cows, turkeys and chickens. Will they be okay outdoors in the winter? If not, does that mean that they need to be in a roofed area, perhaps with a heater? Would a heated sleeping area be enough, or should they be protected from the elements all of the time in winter?
#104
After several hundred recruitment attempts, maybe I should quit while I'm only a few hundred fine meals behind then.  :)
#105
General Discussion / Impossible to recruit "chief"?
April 28, 2017, 10:22:15 AM
I have a prisoner I've been trying to recruit for years with no success. She has 99% recruitment difficulty and my recruiting efforts have not gone above 1.7% chance of success.

Even with this low success rate, I feel that with the number of recruitment attempts I've made I should have succeeded by now.

She was captured from a tribal raid and her character type is described as "chief". Is was wondering whether there is some block that makes it impossible to recruit chiefs, despite what the recruitment percentage odds say?