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Messages - muffins

#226
Stories / Re: Your colony's sad days
February 12, 2015, 04:49:58 AM
Quote from: tylers2001 on February 11, 2015, 04:47:35 PMThey all would be remembered.  :'(

You made them into cowboy hats?
#227
General Discussion / Re: Raiders need to steal :)
February 12, 2015, 04:02:50 AM
I would love to see this in the game, maybe have whole raids and/or single thieves both go for silver or higher value items. We would suddenly have to think about defending and protecting our goods instead of just dumping the trading beacon outside the base for security reasons.
#228
General Discussion / Re: Tactics
February 12, 2015, 03:53:20 AM
I try to give my main haulers two bionic legs, giving them 140% walk speed.

A good shooter with two bionic eyes and an M24 doesn't mess about.

I try to produce as much devilstrand pants/Tshirts that I can for my power armoured militia for the extra protection. Hyperweave is even better.

Mass produce wooden gladius swords. The wood is a renewable resource, and higher quality swords can be sold for buckets of money.

Mass produce cotton/leather clothes for the same reason. Exotic traders will take them and seem to have more money than the other traders.

Skin enemies and make clothes from their hides. Sell the meat to bulk traders.

If you have a big colony and a big kitchen, have a one-tile stockpile for veg and another for meat set to critical near the stoves. Have the cooks drop the meals on the floor. This way your haulers can do the leg work bringing raw food from your main freezer to the kitchen, and meals to the meal pile, leaving your cooks free to just cook at maximum efficiency.
#229
I roll and roll for colonists that can do everything, plus good growers, miners and cooks. Any good traits are a bonus.
#230
General Discussion / Re: optimization: and a wish :P
February 11, 2015, 07:41:32 AM
Quote from: erebus2075 on February 11, 2015, 06:10:03 AMNow on the mood thing: I really think dead corpses courses too much bad mood... I mean if it is attackers trying to kill you at least.

Endgame my biggest problem seem to be all my people breaking mentally and trying to leave the colony o.O
they got everything they could ask for, but after every big fight, even if I take zero damage, I need to use several days putting my people in jail when they try to leave the colony or fighting them when they go berzerk, because they mentally broke down...

and there doesnt seem to be any way of countering this o.O I need a counsel office to counter these break downs :P

in short there need to be a much better way to bring up moods momentary so you can prevent people from mass breaking after every fight..

(think I had 16 people in my last run, and around 10 of them broke down after every big fight+clean up).


I just find it annoying that mental breaks are so commen and that there is no effective counter to it (I have found)

Create a dining room large enough to give the spacious mood bonus, then pretty it up to give the beautiful environment bonus (good sculptures and pretty floors etc), then feed your colonists either fine or lavish meals. That way everyone gets a big mood bonus every time they eat.

Also get rid of anything that causes bad thoughts (tight spaces, rock rubble, dirt/blood, too hot/cold, sharing bedroom, mountains of corpses at the front door etc)
#231
Quote from: 200Down on February 10, 2015, 09:14:47 AMIf your getting decaps all the time then I'm guessing your defense isn't set up quite well enough. Correct me if I'm wrong but I think decaps happen most often from the m24 weilders(or high damage per shot weapons) and sense their accuracy sucks inside 15 tiles you shouldn't be getting decaps hardly at all with a decent defensive setup.

I have 64 colonists and multiple layers and types of defences. At the time I was fighting pirates and mechs simultaneously that were coming in several waves and from two directions. You know how it is in those situations. There are multiple epic firefights going on and some idiot decides to wander into the crossfire to tidy up some sandbags or mop up some blood. BOOM! Headshot.

It was more of a micromanagement fail. You can remove home zones, forbid items and lock doors but there will always be one doofus who will try to haul a just-crafted shirt to the trading beacon though a firefight or whatnot.
#232
Could be worse ...

#233
It would be interesting if there were several metals, and like stone they're not always on your play map. Imagine having to make weapons out of copper, lead or tin for instance, or having to import steel.
#234
Ideas / Re: Write an event!
February 09, 2015, 10:54:42 AM
A very large ship breaks up in orbit, showering the planet with its cargo (like the in-game cargo drop but x20)

25% chance of dead bodies (without arms or armour - it was a passenger/colonist ship)
25% chance of dead animals (it was a terraformer ship loaded with fauna)
25% chance of muffalo meat (it was a trader from a ranching colony/world)
25% chance of slag or rock chunks (ancient derelict ship or meteorite broke up while entering the atmosphere)

All but the chunks would rapidly rot away in warm weather.
#235
1 - Animal husbandry (for milk, meat, wool, skins, eggs etc)

2 - Fishing

3 - An option that doesn't ramp up the AI threat over time and instead just calculates it based upon "Population + Colony Wealth = Threat +/- random %"
#236
I remember that Shinzy's Apparello mod used to have scyther-frames in it which drastically boosts speed. I haven't played that mod for a version so I can't say if it's still in there.

Or you could boost your colonists movement and manipulation by chopping off his arms and legs and replacing them with bionic arms and legs.
#237
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 05, 2015, 05:00:11 AM
Quote from: Boboid on February 05, 2015, 02:19:25 AM
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...


I just chop their legs off... legless prisoners don't suffer cabin fever :P

Tears of laughter are streaming down my face. That's so cleverly callous lol
#238
Ideas / Above-ground coffins/caskets made of stuff!
February 05, 2015, 01:37:50 AM
I made a crypt for interring my fallen colonists but found that colonist corpses not in a grave generate unhappy thoughts for the surviving colonists (unburied colonist). So how about having above-ground burial receptacles, made of stuff, that we could stick dead colonists in? Essentially they would be an above ground grave, or cryptosleep pod for the dead, but made of stone blocks, wood or gold etc.

Imagine having a crypt full of deceased colonists, with tales carved on their wood, stone or gold sarcophagi, sculptures guarding the crypt doors and places to put flowers.

#239
We don't eat or skin fallen colonists in my colony. We're civilised.

(Well ... we skin raiders and make clothes with their hides, but ... but we don't eat their flesh! That would be uncivilised!)

This was Brana, our first fatality and first occupant of the colony's crypt. She fell manning the battlements against an attack of centipedes. Now she fights centipedes in the afterlife  :'(

#240
I'm playing on a big map and have a couple of "hunter shacks" out in the wilderness where there is food and beds should a hunter find himself starved or exhausted miles from the colony. A bunch of tribals  attack the colony and get slaughtered by my colonists, leaving lots of packaged survival meals. "Those would be great stashed in my hunter shacks!" I exclaim and duly order a hauler to drag some to one.

He picks up one and hauls that one meal to the shack.

/facepalm

He gets to the shack fine and deposits the one meal ... and before I can forbid it ...

"Oh, that was such a long walk. I'm really hungry. Good job I hauled this packaged survival meal here then!"

omnomnomnom

>:(

I'm going to replace both his legs with wooden pegs now.