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Messages - BladeOfSharpness

#61
General Discussion / Re: Chickens and eggs
June 07, 2017, 04:37:32 AM
I was doing it wrong  :o
#62
General Discussion / Chickens and eggs
June 07, 2017, 02:22:14 AM
How worthy it is, food wise, to raise chicken for their meat? Asking that because juvenile chickens, at a age of 7 days, already consumed 1.75 food units and give back 16 meat.

1.75 food units means 35 kibbles. 16 meat translate to 20 kibbles...

So unless my maths are off, you are better using the eggs and that's it.
#63
General Discussion / Sleeping with a corpse
June 05, 2017, 10:56:00 AM
Just saying... I have this colonist Mac sleeping in the same bed where Talias his lover just died. Eeeerk
#64
General Discussion / Weapons with penalty to speed
June 01, 2017, 08:40:34 AM
Not sure it is part of vanilla, but I have weapons (battle rifles and such) that give penalty to pawn speed, if equipped. By equipped it means 'drafted' or all the time? Because if all the time, I guess such weapons will be stored until a raid appears and for the day to day business a revolver will do... Makes sense somehow but it adds extra micromanagement.
#65
... within a single room, it always me struck as weird that you can put a 30 plants in pots and have beauty raised immensely. A given category of item should provides diminishing return for me.
#66
General Discussion / Re: Problems with stockpiles
May 29, 2017, 04:54:39 AM
Don't know, are you playing Randy Intense or worse? Sometime you need to optimize things. And this is how I like to play, on the edge. No challenge, no interest for me :)
#67
General Discussion / Re: Problems with stockpiles
May 27, 2017, 12:53:52 PM
yes, thanks you a bunch guys  :)
#68
General Discussion / Re: Problems with stockpiles
May 26, 2017, 03:14:17 AM
Is there the equivalent of Hauling Hysteresis but for A17?
#69
General Discussion / Problems with stockpiles
May 24, 2017, 03:23:58 AM
Hi,

I have a problem with how things keep organized (or not) with stockpiles. What I would like is to have a main stockpile for a given object (say steel) and secondary stockpiles. My issue is that as soon as a few resources are missing in a secondary stockpile, a pawn will try hauling from the main, which is clearly not optimal when you need to optimize a bit (Randy on intense).

I can prevent the main from 'injecting' into the secondaries, if I lower the main priority to low. But then the pawns will haul back from secondaries to fill the main.

So basically, as it is done in Dwarf Fortress (I think... I did not play it since 2 years), I would need a setting where a stockpile  is not refilled before it is at % capacity or lower. This way, it will only trigger an hauling job when there is a good amount of resources to haul at once.

I believe this issue has been raised before, and I would not be surprised that a mod exists on that, but so far, I did not find any mod doing that.

Any help please? This would cut my micromanagement by a good amount...