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Messages - jchavezriva

#31
Im having a tough time with a colonist with broken pelvis.

Since it wont walk again unless you make some sort of prosthesis for it, can we get an option to dress downed colonists?

She has been like this for several years and her clothes will be none soon. I will need 2-3 heaters on her room so that she doesnt die of hypothermia!
#32
I saw that you have set the manipulation stat to control how much materials someone can lift.

If its not at 100%, it wont lift the whole stack right?

But despite someone having 80% manipulation, he should still be able to lift two units of yayo...

I guess your idea was for it to take around 80% of the stack in this case, but it should be 80% of the maximum stack, not 80% of the current one which is less, otherwise what i said above will keep happening.
#33
Found a bug in mechanoid dissasembly efficiency.

A colonist with an archotech eye and 2 bionic arms has it at 100%, when the relevant variables for that efficiency are sight, manipulation and carfting.

Colonists' stats are:

sight: 150% (only counts up to 100% for this)
manipulation: 125% (this seems weird for 2 bionic arms)
crafting (14): 110%

Final value: 100% ... shouldnt it be more?
#34
Oh and have you increased the death on downed chance? It is getting really hard to capture raiders...
#35
Is this a feature or bug?

Can insects spawn under normal roofs connected to mountain roofs? Because i had a straight line of 7 mountain roof aprox in a room with 100+ normal roofs.
Then i saw the notification, jumped to the room, saw every corner of it covered in the smoke caused by insects tunneling up and savescummed the fuck out of there.

I think there wasnt a single actual mountain roof spot with that smoke.
#36
Trade offers are still visible on world map after faction became hostile.
#37
I noticed that when a colonist want to lay on the floor to stargaze there is a chance he will go to a wet place, getting a mood debuff. If they dont like being wet unless they need to, they shouldnt go there in these situations right?
#38
Storyteller: Randy
Difficulty: The one that used to be the second one to the last one (cant keep track of its ever changing name, sorry!)
Biome/hilliness: Mountanious boreal forest
Commitment mode: Yes, with shameless alt+f4 savescumming
Current colony age (days): 330+
Hours played in the last 2 days: 7 aprox
Complete mod list: None

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I noticed a really weird bug.

I get notifications of people getting the Flu, and those people are not my colonists.

I checked in a visiting caravan and couldnt see them either. "Jump to location" button was disabled. Has happened twice in last update.
#39
My colonist with broken pelvis always stays alone in the hospital. I wont be able to move her to her room without destroying all medical beds.

Could you configure it so that incapacitated colonists stay on their room? That would make more sense, specially if they have a partner there.
#40
A colonist got its pelvis destroyed and there is nothing i can do about it (besides praying for the healer mech serum to fix that instead of some minor scratch somewhere else).

Do you plan on implementing another solution for this? Like bone prosthesis or something?
#41
Storyteller: Randy
Difficulty: The second to the last (Sorry but its name changes all the time, cant tell which one is anymore)
Biome/hilliness: Boreal Forest / Mountanious
Commitment mode: yes, alt+f4-ing like a pussy but with an autosave of 0,5 days to not ruin entirely the purpose of permadeath
Current colony age (days): Almost 300
Hours played in the last 2 days: 8 aprox
Complete mod list: None

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I wanted to let you know that wild men have an extremely high chance of dying on downed. I beat one using just fists and he died in 3 consecutive attemps. He even got his arm destroyed and removed! I was not even shooting or using sharp weapons, only attacking with fists and meleeing with a gun...
#42
This.

[attachment deleted due to age]
#43
As i have spammed said a lot of times in this thread, centipedes with the new armor system are way too OP.

So i was thinking, what if you let melee pawns go for the weak parts when the centipedes are stunned? Right now, to manage to stun a mechanoid is not very rewarding given how the pawns administrate their valuable 20 seconds. They keep hitting parts that will never break, like the body's rings. When the centipedes are stunned, shouldnt the hit chance for the head increase dramatically? Since the centipedes will have a hard time avoiding hits...
#44
Is it intended for Centipedes on Hard difficulty to withstand 10 grenade explosions? Because it took me like 12 to kill one (who was already damaged!) on several attempts...

Then I spawned three centipedes to test their grenade resistance and the first one to get downed fell with the 14th explosion!

Before when the emp stun on mechs lasted like a minute and a half, we could send melee pawns to beat them/grenade them a bit, then retreat, stun, and repeat.

Now that cant be a thing, with the new EMP stun time being relatively low despite the last update. It would take a shit ton of walking back and forth, dealing little damage every time.

If you dont plan to increase it any further, please consider any of these:

1. More damaging explosions:

If it takes at least 12 grenade shots (without counting the ones that missed) to take down one centipede, then all the colony will starve before we kill 20 of them. Given how small the explosions radius is, 90% of the shots will damage only one centipede.

Oh and btw, current stun time allowed me to shoot like 6-8 grenades before they wake up.
But, that is something i noticed by doing a test with 2 pawns throwing grenades at once!!
That means a single pawn can throw 3-4 before it wakes up and dismember him with 20 shots at few meters distance.
This issue can also be (at least partially) solved with the next point ↓


2. Force mechanoids to attack whoever is melee attacking them at the moment:

Why? Because if we are dealing with a group of 20 mechanoids, each with a guy beating them, they could easily shoot the pawns that are hitting other mechanoids, and with such short distances between each other its always going to be a massacre. Always.
Right now it seems like they sometimes deal with the one that is attacking them on melee range first, but not always. The instances where they dont, it always ends really bad...
#45
Please reconsider this new low EMP stun times.

With this new armor system where mechanoids have a decent chance of completely deflecting bullets, fighting them with such low stun times is impossible. On Hard difficulty at least it is.