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Messages - AileTheAlien

#151
One rule of thumb I use, is to grow the slowest-growth (usually most efficient) crop that will fit into the growing season where my base is, for the majority of my crops. So if the area I'm in has a growing season of 20 days, that's just barely long enough for corn. If it's 10 days, I'll only grow rice or potatoes. The slow-growing crops will take the least amount of work for the largest amount of harvest, since your pawns don't have to constantly harvest and re-plant the crops.

It's also a good idea to grow a mix of different crops, so no one thing will starve your colony. Corn lasts the longest time in an unrefrigerated (but walled and roofed) warehouse, so you can overproduce it, and just keep a big stockpile. However, it takes the longest time to grow, so fires, toxic fallout, blight, and cold snaps will be a lot more penalizing if you're only growing corn. Rice grows the fastest, and lasts a decently long time unrefrigerated, so you should almost always have a small plot of rice, at least until you've got a big stockpile of other food. Potatoes rot the fastest, but grow well in stony soil / gravel. Strawberries can be eaten raw without the "uncooked" mood penalty, if you're out of fuel or there's a solar flare.

Finally, as mentioned previously, you can store a lot of uncooked vegetables in an unrefrigerated warehouse. A stack of uncooked corn has less total nutrients than a stack of meals, but the corn will last an entire year (60 days on this planet) unrefrigerated, while the meals will rot in only 4 days. A single 4x4 room will hold exactly the 1200 corn needed for one (non-glutton) colonist for a year. If you make the room 12x12, that's enough for 9 colonists, but will only need one outer wall (and a single pillar in the middle?) to hold up the roof, saving construction time. Note that a large warehouse can have fire spread and burn the entire stockpile, so you might want to have smaller warehouses for your grains, in case raiders or anything else sets part of it on fire.
#152
Quote from: 5thHorseman on January 07, 2019, 03:49:49 AM
Quote from: ManhuntingSquirrel on January 06, 2019, 03:44:15 PMyou should already have atleast a gasmask
I got one in year 1 and one in year 2 on Cassandra Medium
You're playing with mods; The base game doesn't have any ways to deal with fallout except roofing, or leaving the map. ;)
#153
There's mods to do this, if you really want it. Plus, it wouldn't add much to the game, since you can just kill most of your males, and kill off any excess animals that get born.
#154
Meals increase the amount of nutrition by something like 60%, so feeding your dogs with cooked human meat is cheaper than feeding them raw human meat.
#155
Real-life machines degrade much more slowly when shut off than when in use. Rust is slow - wear and tear is fast. I don't think the game models this at all. Even just two different probabilities (meat time between events, I think it's called for random things in the XML), would work.
#156
Releases / Re: [1.0] Alpha Animals - 1.09 (01/12/18)
April 11, 2019, 02:33:29 PM
Are there any plans to balance this mod? I tried it out around Xmas, and it seemed like every creature in this mod either offered similar resources to a standard creature but for much lesser risk, or they offered resources that were overpowered compared to the base game. (Like, all of the leathers are on par with Thrumbofur, and the Gallatross is a big upgrade.) The creatures themselves are all very interesting, but I feel like they should be a lot more dangerous, rare, and/or have their leathers/products nerfed.
#157
Help / Re: Pain Medicine
March 13, 2019, 11:13:50 PM
The closest thing to what you want is other drugs, so copy off of beer, luciferium, etc. They give the colonist a hediff, which will slowly wear off over time, and can also be addictive. The hediff will have definitions for what it modifies, in its different stages. Part of the hediff can be a reduction of pain by a flat amount like -10%, or multiplying it by something like 75%.
#158
Quote from: derped on March 01, 2019, 06:02:00 PMRead the post again, he says he set the restrictions
I don't see that anywhere in the original post.
#159
You could also just use dev-mode to resurrect your pawn. ⎺\_(ツ)_/⎺
#160
From my games, pawns don't seem to care about keeping warm or cool with clothing; They might use the garment's market value? Either way, I use winter and summer outfits to ensure they don't kill themselves.
#161
Releases / Re: [1.0] Trait Transfer Mechanites
February 22, 2019, 01:38:29 PM
You could also inject raider prisoners with lots of bad traits and then release them.
Send them to burden their friends with their horrible debilities!
#162
Beat them unconscious with your other colonists' fists / pistol-butts. Then you can haul them to a medical bed for treatment, and you don't need to re-recruit them.
#163
Releases / Re: [1.0] Trait Transfer Mechanites
February 20, 2019, 08:12:01 AM
Quote from: TolSatha on February 20, 2019, 03:59:23 AM
Quote from: AileTheAlien on February 19, 2019, 12:18:13 PM
Is there any limit on how many traits can be given to someone with these?

Well.. No. Not at the moment. Which I guess is kinda broken.
Think I should add one?
I'd actually prefer not to have any limit, actually. The whole point of things like these injectors, and bionics, is to make very powerful colonists. :)
#164
Releases / Re: [1.0] Trait Transfer Mechanites
February 19, 2019, 12:18:13 PM
Is there any limit on how many traits can be given to someone with these? If not, I can totally see myself farming slaves, until all of my colonists have full bionic bodies, plus every positive trait in the game... :D
#165
Releases / Re: [1.0] Simplified Leather
February 19, 2019, 10:51:35 AM
Quote from: Canute on February 19, 2019, 09:19:54 AM
But do you know these Tortoise Shell Coffee Table. I don't know how they acutaly made it, but i think they saw them into square pieces and glue them together.
Actually, the table you linked is faux turtle-shell, as are all of the ones I can find with Google image search. :)

I'm sure in the past, before there were so many humans on the planet, and before we extincted so many species, there were people making real turtle-shells into all kinds of things, so I won't rule out luxury items. If/when I do start adding them, I'll probably put them into a separate mod, so people can pick and choose what they have in their game. Probably something like 1) simplified leathers, 2) added materials (shell, down feathers, etc), 3) luxury items like turtle tables, taxidermy statues or rugs, etc.