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Messages - ShadowDragon8685

#106
General Discussion / Re: Preventing fire
December 03, 2013, 11:19:32 PM
Quote from: sparda666 on December 03, 2013, 09:16:29 PM
from my experience, Ive only had the explosive electrical overloads when I was hoarding too much stored  power from having too many charged batteries. Ive combatted that by having battery arrays that I can disconnect from the power conduits once they are full.

I've seen quite small discharges on a single battery or so. And also, when a base gets big enough, even with two geotherms running, it can deplete a large battery bank in under one night, let alone a solar eclipse.

That's why I tend to keep four banks of about ten batteries or so-ish hooked up at all times. And preferably that same number in reserve, just in case.
#107
General Discussion / Re: Charges instead of Mining?
December 03, 2013, 02:21:04 PM
Using charges to actually mine is a fool's game, given that charges cost you metal.

The only use you really have for charges in terms of mining is that when you want to get rid of a rock wall that you know is the only thing holding up a lot of thick rock roof, 25 metal is a hell of a good deal compared to a colonist.
#108
Quote from: Ric on December 03, 2013, 05:16:59 AMBeware. While using this method is effective it can get really annoying having them die all over the grave areas as you then can't box select to allow your colonists access to them. It always just selects the graves :\

Very annoying when you have 80 raiders to clean up & can only double click things..lol..

In my experience, at least one of them dies on an otherwise unremarkable tile and you can just double-click on it to group-select all the corpses around him. Shovel the corpses in first, then double-click on individually fallen weapons to group-unforbid weapons of that type.
#109
Bugs / Re: [W|0.0.25B] Fires not responded to
December 01, 2013, 05:04:08 PM
Colonists can only fight fires in squares they can stand adjacent to. So if a fire gets started in a square they don't have adjacent access to, such as the middle of a paste dispenser or a solar panel array, there's nothing you can do. My recommendation for those events is to draft every nearby colonist and have them shoot the burning building - no fuel, no fire.

The real bug here is that fire spread through a one-tile rock wall. What, was it giving off quantum-tunneling embers?
#110
General Discussion / Re: Preventing fire
December 01, 2013, 05:00:44 PM
Quote from: andriusha on December 01, 2013, 03:50:01 PMThank you, i didnt know that batteries will be safe inside. But my Panels are exploding every 15 seconds.. Is there any way to stop the rain? Like DMX - jk

Solar panels should not be short-circuiting from rain. If you mean from the random "ten million volts have discharged up your asshole" event, then sadly, no, not unless you're able to run everything on geothermal power alone.

If you can do that, you'll have no need for batteries. If not, you're screwed.

The only thing I can suggest you do is have a secondary battery battery stored up in case of 'splosion, to hook up to your power grid immediately, and be smart as you can be about fire safety.
#111
Ideas / Re: Your Cheapest Ideas
December 01, 2013, 04:56:51 PM
Quote from: CodyRex123 on December 01, 2013, 03:17:48 AMWhat we really need is what minecraft kinda did, chunks or what ever to genrate the map as you exspore, so other things that mean like another tribe of people showing up could work abit better

This thread was intended for cheap ideas. This is pretty much the exact opposite of a cheap idea, on par with "give us Z-levels" and "Let's have the ability to play on an airless rock."

(Both of which I think are good ideas, but the exact opposite of cheap ideas.)
#113
Quote from: theranged on December 01, 2013, 11:30:13 AM
Quote
Maybe detonate two to kill the raiders, collect weapons, and then detonate the other two to destroy the bodies?

Close,  I just had a lot of 'success' with using 3. I would collect the weapons and then put bodies in gillets.  That being said, there's a huge weakness...  if you have large groups of raiders, they might reach the door at different times and some will break through the door before you detonate.  I just lost a 70 day camp because of that :)

Use an airlock system with more than one door. So they break through one door into a chamber precisely sized for the blast radius with another door in it.
#114
General Discussion / Re: Can't catch Traveler
December 01, 2013, 06:01:41 AM
There's a couple of options, though I've never had this problem, if I draft someone and send them right away.

The best way is to sculpt the map so they'll have to go through a chokepoint controlled by you. Then it's just a simple matter of hijacking them while they're traversing it.

Or carve out the map edge squares under the mountain, and suddenly those squares will be valid spawn points for travelers (and critters...) If the only exit from the mountain is through your fortress, they'll just stand there like a lump waiting to be collected.
#115
Quote from: CodyRex123 on December 01, 2013, 02:18:26 AMWhy am i getting a photobucket thing for all the photos, is anyone else getting this?

Evidently this thread and Steam Valley put together cranked through all of my photobucket bandwidth and I neither have the money to spend on upgrading my Photobucket account nor know where I can find other image hosting suitable to host screenshots en masse.
#116
Quote from: keizerdoc on December 01, 2013, 12:07:24 AMI apologize, but I greatly dislike Steam Valley Girls. For this reason: The fact that they sell people into slavery for their gender. I just want to kill the character that does that in the most horrifying way possible. Forgot her name.

Hundreds of raiders have tried. Most don't even make it to the door. The only two fatalities suffered at Steam Valley were friendly fire.

You're welcome to try.
#117
Quote from: DeltaV on November 30, 2013, 08:57:44 PM
Quote from: ShadowDragon8685 on November 30, 2013, 05:05:11 PM
Quote from: KeoLegend on November 30, 2013, 04:42:52 PM
Quote from: halida on November 30, 2013, 05:24:22 AM
I found the dead body and the stones have HP, so I let one of my soldier use frag grenade to shoot the area.
After 4 or 5 shoot, the dead body will die again.

i found an easier way!
Make ure base with only one door, so the enemy will prioritize it! Than put 4 charges that can blow the same spot (one tile above the door). When all off them group to destroy ure door activate the charges. If you use 4 in a row they'll be auto-DESTROYED and will VANISH from the map, along with weapons and debris. Using this strategy u can pretty much never be bothered by raiders again

And then you never get to collect their weapons. Why again would you do that?

Maybe detonate two to kill the raiders, collect weapons, and then detonate the other two to destroy the bodies?

You'd have to rebuild the bombs twice, because explosives in their own explosive radius blow each other up.
#118
Ideas / Re: Your Cheapest Ideas
November 30, 2013, 08:40:27 PM
Here's a thought...

Walls should gain HP if they're built on something exceptionally sturdy, and lose HP if they're built on something exceptionally un-sturdy.

For instance, "Sturdy" would mean "any hard type of constructed floor," IE, metal tiles/concrete/paving tiles/smoothed stone," and exceptionally un-sturdy would be sand and gravel. Soil, rough stone, and carpet would give the same HP values we have now.



Also,  when a wall or a door is built over a conduit, it should discount the wall/door the cost of the conduit, and/or auto-sell the conduit.
#119
Quote from: KeoLegend on November 30, 2013, 04:42:52 PM
Quote from: halida on November 30, 2013, 05:24:22 AM
I found the dead body and the stones have HP, so I let one of my soldier use frag grenade to shoot the area.
After 4 or 5 shoot, the dead body will die again.

i found an easier way!
Make ure base with only one door, so the enemy will prioritize it! Than put 4 charges that can blow the same spot (one tile above the door). When all off them group to destroy ure door activate the charges. If you use 4 in a row they'll be auto-DESTROYED and will VANISH from the map, along with weapons and debris. Using this strategy u can pretty much never be bothered by raiders again

And then you never get to collect their weapons. Why again would you do that?
#120
Quote from: Cider on November 30, 2013, 05:00:20 PM"Gay, noble"

...That sounds more like a title for either a homosexual noble or a happy noble rather then an actual name.

I have a "Gay, Courtesan." She has the Evil trait and is a former Medieval Slave.

I like to call her Lady Gay and imagine that she's good for morale, but we can't trust her for a second or she'll be plotting something.