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Messages - AileTheAlien

#631
Ideas / Re: Your Cheapest Ideas
July 05, 2018, 01:24:41 PM
Stone-tile flooring should not be locked behind stone-cutting research. My tribal colony can make walls out of blocks reclaimed from ruins; They should be able to lay them on the floor too. :)
#632
Ideas / Re: An easier way to compare objects?
July 05, 2018, 12:55:45 PM
This would be super useful, especially in the early game, before you have smelters or trade-beacons, to get rid of junk. :)
#633
I was wondering what was up with my power-lines! (Although only I had it happen about 1 in 7 tiles.)
#634
If you have a savefile with it happening, it might help. I've been playing on unstable for a couple days, and my pawns do rest in bed with diseases, so more info would help, to track this down.
#635
Yeah, I've seen this too. Not sure if it affects more than just the romantic-interaction stuff.
#636
Ideas / Re: Rescued pawn shouldn't be aggressive.
July 05, 2018, 11:15:35 AM
Might be a bug, if there were no enemies and he was wandering off on his own.

Also, if you need to medicate people on caravans (and you don't have any sleeping rolls) you can use sleeping spots (which are free), and mark them as medical.
#637
Bugs / Re: [1.0.1954] cactus planting density
July 05, 2018, 02:17:20 AM
Looks like you missed a <blockAdjacentSow>true</blockAdjacentSow> tag in the cactus definition. ;)
#638
Bugs / [1.0.1954] cactus planting density
July 04, 2018, 11:06:44 PM
I think the planting density for cacti in a growing zone is broken. All other trees need space between them, but cacti can be planted as densely as normal crops. (Hella OP, for desert playthroughs. ;) See attached screenshot.

[attachment deleted due to age]
#639
I just found out about the WorkFlex mod! Too bad it's for B18. ^^;
#640
+1 for this.

I want it because I usually play with difficult starting scenarios. If I accidentally put half my crops on stony soil or regular soil instead of rich soil, I might kil my colony by having slowed crop output.
#641
Tech Advancing allows your colony to move upwards in tech levels, if you research all of the previous tech, or half of the tech in the next level. e.g. If you research half of all the "medieval" tech as a neolithic tribe, or finish all the "neolithic" tech, you move up to th the "medieval" tech level. Research Tree appears to just be a mod for making cleaner / easier-to-read tech trees, and for queueing up tech to research. Neither of them however, address the linearity / boringness of research.

Given that there's already a mod for "research blueprints", which give you X% towards a tech, I think there's enough tools in the game (or that mod) already, to change research into something more interesting. It would be relatively straightforward (although take some time) to make different recipes, which would give different ways to advance your tech. For example, to research stone-cutting, you could have one recipe that takes four stone chunks, and gives you a technology blueprint (or directly adds the tech, if that's possible) for stone-cutting. A second recipe could be 250 stone blocks, which means your pawns would have to break down some of the the ruins in the map, to research stone-cutting. As another example, Blowback Operation could have one recipe that takes one pistol and one SMG, and gives you a 30% boost to the tech. A second recipe could be a "traditional" style of research, where it takes no resources (or only common things like steel), but takes a long time to give a +10% boost to the research.

Besides the interesting-ness of research, I agree with the original post, that research penalties should be tied to back-stories, not an abstract "tech level" of your entire colony. That being said, with my previous example of how to change research, it would only apply to the slow / no-resource recipes for research. :)
#642
There should actually be three different berry plants (unless I'm mistaken) now:
- "raspberry" bushes, with red berries
- "berry" bushes, with blue berries
- "strawberry" plants, with red berries

Either way, the graphics for strawberry shouldn't be the wrong color! :)
#643
Yeah, I'm not sure if it always worked like this, or it was a recent regression in the 1.0 branch. Definitely looks ridiculous, on my extreme desert map, for random pawns to join my colony wearing heavy parkas, and then not care about the heat! :)
#644
They could also make faction relationships go into deeper negatives. i.e. Instead of capping out at -100, you can get down to -infinity, with more expensive costs for buying your way out with prisoner releases or gifts.
#645
That's exactly what I do, when ambrosia sprouts appear on the map, or if I'm starting in a forest zone, and want my people to harvest wood, healroot, and berries automatically. :)