Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ShadowDragon8685

#151
General Discussion / Re: Why Won't They Eat?!?
November 26, 2013, 03:30:37 AM
Quote from: Goo Poni on November 26, 2013, 03:26:00 AMMy first couple failed games when I had just downloaded the game, I was genuinely confused as to why my colonists thought that eating freshly picked raspberries was a horrible thing to do and eating slop was a marginally less horrible thing to do.

Do hope the next update, whenever it comes along, introduces cooking so I can have my colonists cook food for themselves and each other. Hopefully also some form of lounge as well, a place for colonists to mingle and play pool when there are no other pressing tasks.

I also hope it distinguishes between food types. Fresh-picked raspberries ought to give a happiness bonus, and fresh agave ought to at least be neutral. Potatoes should still suck worse than nutrient paste, of course.
#152
General Discussion / Re: How to Increase Happiness???
November 26, 2013, 03:29:01 AM
Quote from: nnescio on November 24, 2013, 03:30:20 AM
Can people path through flowerpots? If not, it seems to me that flowerpots would be better than sandbags at the old WSWSWSWSWS pattern. Especially if you set up a firing line where there was no cover whatsoever and raiders had to either beat on pots or doors to get at your colonists, and double-especially if you set it up so colonists could leg it through doors when their pots were almost destroyed.

Pots block movement, but offer no* cover.

(*Or maybe it does, but it shows up as 0%)
[/quote]

They don't need to offer cover. The wall offers cover. The pots just need to be there to prevent hostiles from pathing through the sandbags and getting into melee.
#153
Bugs / Re: [W|0.0.254b] Subterranian Travellers?
November 25, 2013, 11:42:49 PM
I like to imagine that they're really spess dorves come to join my fortress. :)
#154
Bugs / [W|0.0.254b] Subterranian Travellers?
November 25, 2013, 10:19:56 PM
I've noticed this since .250: If you dig all the way to the edge of the map inside the mountain, you'll get travellers randomly appearing on the inside of the mountain. Also critters.
#155
Ideas / Re: Your Cheapest Ideas
November 25, 2013, 05:37:30 PM
More carpet colors would be nice.

I'd also like the ability to lay down sand and dirt.

For that matter, it'd be really nice if it were possible to lay down some kind of artificial flooring with utterly atrocious footing.
#156
General Discussion / Re: Floors
November 25, 2013, 05:35:47 PM
I use smooth stone underground, except for sleeping areas (which get smoothed, then carpeted blue), and "Government" areas (armories, canteens, the comm room, prisons, steam rooms, etcetera,) which get red. Green is for the grow rooms, naturally. :)
#157
You can cheese the raider's expected paths by planting the explosives along a highway of concrete you laid out just for them.

Line it with the graves and you can just collect the corpses.
#158
I wouldn't call that an epic battle so much as a truly epic suicide-by-settler.

Those numpties must be maniacs to march straight over a rubble field into the line of fire of that many crazed gunners. I hope you captured many pristine R-4 charge rifles. :)
#159
General Discussion / Re: How to Increase Happiness???
November 24, 2013, 02:10:18 AM
Quote from: Merry76 on November 23, 2013, 04:51:34 AMIf you want happy & loyal people, you have to plaster EVERYTHING with carpets and line the walls with flowerpots. Seriously, my bases look like gardening stores sometimes.

Can people path through flowerpots? If not, it seems to me that flowerpots would be better than sandbags at the old WSWSWSWSWS pattern. Especially if you set up a firing line where there was no cover whatsoever and raiders had to either beat on pots or doors to get at your colonists, and double-especially if you set it up so colonists could leg it through doors when their pots were almost destroyed.
#160
General Discussion / Re: Why Won't They Eat?!?
November 24, 2013, 01:42:40 AM
Quote from: TinnedEpic on November 23, 2013, 01:06:20 AMI always imagined nutrient paste like that molding paste at the orthodontist. Flavorless, tacky, leaves a foul taste in your mouth. It's also warm, if left too long turns cold and hard.

Somehow, I think that would rate a far, far worse happiness penalty than eating raw potatoes.
#161
General Discussion / Re: Minimum room size
November 24, 2013, 01:41:41 AM
Quote from: nnescio on November 23, 2013, 07:55:17 PMIf you want to save space, go with 3x3 rooms with two flower pots. The beauty bonuses help cancel the "cramped" penalties. Flower pots are more effective in smaller rooms due to their ridiculously small effect radius (roughly two tiles).

I don't think this works. Colonists don't register the beauty of flower-pots whilst sleeping, but they do register the irritation of being in a cramped room.
#162
Bugs / Re: OMG it burns!
November 22, 2013, 11:06:11 PM
It has to do with the way firefighting is handled - specifically, like any other job.

When a job is created, it checks priorities, and assigns someone to it. By default, firefighting takes precedence over literally everything, for understandable reasons, and extinguishing a burning colonist is checked first before extinguishing other things, though colonists won't immediately stop extinguishing something they're already extinguishing to extinguish another colonist.

Say you have three colonists, Bill, Bob, and Jebediah. Something catches on fire, Jebediah is the first to respond, Bill is just in the area, and Bob is nowhere nearby. Jebediah starts beating out the fire, but it spreads into his square. Bill rushes to extinguish the fire in Jebediah's square, and in the meantime, Jebediah catches on fire himself, and starts panicking. You pause the game, select Bill, and rightclick on Jeb, hoping to order Bill to put him out.

Unfortunately, you can't. Because Bob, on the other side of the map, where he was harvesting potatoes or building rocket parts or whatever, has already received the emergency alert that Jebediah needs to be extinguished and is sprinting as fast as his little colonist legs can take him. The job has been created and assigned to Bob, and you can't manually override it by clicking on bill and forcing him to do it. Unfortunately, it's a 250x250 map, so it's going to take him literally all afternoon to reach Jeb.

The only way to handle this is to draft literally everyone with the firefighting task enabled, undraft colonists one at a time and micromanage each square or colonist they extinguish. Which is quite effective, and a right royal pain in the aft.
#163
Bugs / Re: Starvation
November 22, 2013, 10:58:45 PM
Quote from: DarthPancake on November 21, 2013, 10:26:17 AM
Game version: 254b
Issue: People starve while i have stockpile of 600 food and a working paste maker
Steps:
1. Get your colonist to low food
2. When he goes to eat draft him/her
3. Give him an order (whatever it may be/in my case to arrest someone)
4. Then after he completes the task un-draft him/her
5. ???
6. Profit... (more like no chance your settler will survive no way to stop it)

If you draft someone, they'll assume that the emergency situation is so dire it's worth risking starvation. Are you referring to intentionally starving your colonists?

If you're having problems with hungry colonists prioritizing other tasks over eating, they shouldn't do that, but you can manually draft them, order them next to the paste dispenser, and then undraft them. They should get the hint, in my experience.
#164
Bugs / Re: Geothermal Vent Bug?
November 22, 2013, 10:56:36 PM
I'd suggest giving the player all the info, perhaps on a separate "Power Budget" tab when any power-using device is selected. Leave the main tab the way it is, for those players who are quick on the uptake.

Structure Demand/Production/Charge level: Exactly what it says on the tin, this gives you the power rating this object is draining. Change the font to -red if the item has a power demand, show the charge if it's a battery.
Power Generation Gross: The sum total of power generation on the network.
Power Demand: The sum of the demands placed on the network.
Power Generation Net: The values we have now, whether its surplus (IE, charging batteries,) or deficit (running off battery power.) You could rename "Net" to Surplus or Deficit to make it unambiguously clear, and change the font to -red if it's running a deficit.




#165
Ideas / Re: Controlled burns
November 22, 2013, 03:38:42 PM
Quote from: Semmy on November 22, 2013, 03:36:12 PMAfter designating the cutting carpet or tile the floor with something it helps.

it is rather expensive though

Metal Tile, Concrete Tile and Poured Concrete aren't too expensive. 1 metal/tile, which, you know, isn't great I'll admit... But it's hardly too expensive for adequate fireproofing, I say.