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Messages - Teleblaster18

#16
General Discussion / Re: Turret changes
February 23, 2020, 03:16:10 AM
Quote from: Jibbles on February 23, 2020, 03:02:53 AM
QuoteSure, turrets won't be useless, but they aren't worth building.

My concern is not that turrets aren't worth building - I find that turrets' ability to draw fire away from my colonists is actually more important (both in a killbox, and in open spaces) than their offensive capabilities.

Rather, my concern is that the same end result in 1.0 can and will be accomplished in 1.1- it will just take longer, cost more, and not achieve anything other than a resource drain, which can be overcome to begin with.

In short: no real change in turret deployment or function, but it'll just be more repetitive and tiresome.  That'd be bad for gameplay, IMO.

ATM, I'm in the process of using the new 1.1 structures in a 1.0 killbox design to see how it plays out over a wide array of raids.  I'm not done yet, but so far, this is the only real change that I'm feeling.
#17
General Discussion / Re: Turret changes
February 23, 2020, 02:49:36 AM
What is the nerf to defensive structures (and I include walls in that category) designed to accomplish, ultimately? 
#18
As a related point:

Perhaps review/revise moisture pump mechanics, or even better, require research for advanced bridge building?  The current change in bridge mechanics forces people back to moisture pumps for major terraforming projects...not a thought greeted with enthusiasm by most experienced players. Moisture pumps are quite tedious in their current form.
#19
Quote from: eugeneparker on February 04, 2020, 03:22:52 PM
I'm fairly new to the game and My last like three succesful colonies have all went wrong because some cougar or lynx starts attacking my pawns when they're hunting other animals. Then I usually draft my pawns and go to shoot the maddened animal. But it's always too late. Recently my colonist was tending the pawn that was bleeding out and he died because the medic wasn't fast enough. How can I prevent these type of situations in the future?

I'll see if I can give some helpful advice if you encounter this situation again.

The critical thing is that your pawn bled out before he could be tended to in an emergency.  Know that you can do an emergency treatment in the field, at the site of where your downed pawn is, but it takes a little work.  Please note: this method is not a sure-fire way of saving your downed pawn - sometimes their injuries will be so severe that not even the best doctor with the best medicine can save them.  This should give your downed pawn a much better chance of surviving immediately life-threatening injuries, though.  The main thing that it does is cut down on time wasted before the colonist is being worked on....and in cases where a pawn is bleeding out severely, time is your primary enemy.

Initially, look at the downed pawn's "Health" tab - if you see "Death within 2 hours" or less, consider using this method.

-First, you have to plop down a sleeping spot right where your pawn is.  You can find sleeping spots under your "Furniture" tab.  You want to designate this sleeping spot as "Medical"...it'll turn blue when you've got it right.

Next, you have to get the downed pawn onto this medical sleeping spot without having another one of your colonists trying to bring him back to your base - if your colonist tries to haul the downed pawn back to your colony's hospital beds, there's a good chance they'll bleed to death while being carried back.  There are two methods of doing this:

-either forbid the ALL the door(s) to the colony's hospital beds (the AI will use these before the sleeping spot), or
-Use the "Zone" tool so that the pawn who is going to be doing the doctoring can't leave the area where you've plopped down the sleeping spot.  If you don't know how to do this, let someone in these forums know, and we'll help you.  Creating zones is a critical part of the game.

If you've done it right, your doctor will move the downed colonist to the outdoor sleeping spot.  However: normally, the doctor is now going to try to get the best medicine available on the map to start working on this pawn!  Very often, by the time the doctor has gotten the medicine and returned it to the sleeping spot, your downed colonist will have died!  SO: you want to go to the downed pawn's "Health" tab, and set it for "Doctor Care, but No Medicine", so that the rescuer can immediately start reducing blood loss.  If your downed pawn survives, you should remember to change this setting back to the type of medicine that you want them to normally get.

If you want to go crazy with this, you can also set a single-tile zone for medicine right near the outdoor sleeping spot, and mark it as "Critical" - then have a 2nd pawn force-haul your best medicine from your colony to the medical sleeping spot location.  You can then change the downed pawn's level of medical care to match whatever type of medicine is being brought there.  Draft and undraft your doctor once it arrives, and after you've changed the level of care, and he *should* now begin to use the better medicine.

Remember that you can also send your best doctor to the site by drafting them and moving them there; once the better doctor arrives, you can undraft him (or her), and force them to take over.  This is advisable: pawns with higher medical skills work faster, and can stop blood loss quicker.


If you've managed to get your downed pawn stabilized, you now need to get them to a regular hospital bed - infections are going to be your biggest enemy now.  Deconstruct that medical sleeping spot, make sure to un-zone your rescuers from the zone that you've created (or unforbid the doors to your hospitals, if you've used that method), and NOW you can haul your incapacitated colonist back to the colony for rest and recuperation.




How to avoid finding yourself in that situation to begin with has a lot of answers.  There is safety in numbers when you hunt: some people like to draft a bunch of pawns all at once, and force them to all shoot at a single animal, one animal at a time.  If an animal revenges, you have a bunch of hunters with guns right there who can help take down the crazed animal. 

If you feel this is too "gamey" or an exploit, then keep checking your "Wildlife" tab so you know what's on the map before you send anyone out hunting.  A cougar is a fast animal: check it's "i" tab to see how fast it moves.  Now check your hunters' movement speeds in the same way: is the cougar going to be faster than your hunter, if your hunter is forced to run to safety?  Can you make your pawn faster by installing bionics on them?  Do your hunters have any conditions that make them a bad fit for hunting - like a pegleg, or missing toes, which will make them especially slow?

Check the stats for any animal you hunt: some animals will almost always revenge if harmed, others won't as often, and some animals will never revenge.  Check the status of your prey before shooting it.  Also, the game states that short-ranged, rapid fire weapons will increase the chances of an animal revenge, and using single-shot, long range weapons reduces this.  In short: this means that a weapon like an Autopistol or LMG is a really bad choice to hunt with, but a bolt-action rifle or a sniper rifle is a better choice.

I'd recommend not trying to melee any predator one-on-one, especially in the early part of the game; your colonists are rarely going to win.  Immediately draft the pawn, run him closer to your other pawns (who you should also draft and start running towards where the action is).  Stop running and fight hand to hand (melee) *only* if the animal has caught up to you...but still be rushing every other colonist to that site that you can by drafting them and sending them to that spot to help out.


Hope this helps!
#20
It's impossible to get very deep into a new game in a few hours, but here are some thoughts:

-Would it be super-presumptuous to disagree with a few of the tips on the loading screen...namely about not building doors out of stone, and feeding herbivores by letting them graze? 

I build doors out of stone, until uranium becomes available in bulk, regularly and intentionally with the purpose of keeping enemies from easily breaking through to other areas of my base.  I build bases which are heavily compartmentalized, and to allow my colonists freedom of movement to a degree that drop-podding pirates and mechs can't match.  Those extra seconds that granite or limestone doors buy while a mech is pounding against them often makes a difference between my colonists getting to a contained enemy drop pod site, or having to contend with a complete uncontained mess.  Yes, colonists' travel times are extended, but that's the price one pays for increased security - at least until you can afford autodoors, or the stronger and faster-opening materials. 

-In watching tons of streamers play, I feel that one of the most under-utilized resources in the game is hay;  I'd put hay production as at least co-equal with letting animals graze in the wild.  I've often watched players let their animals graze in the wild to have their herd of muffalo strip the area clean of grass and brambles, and begin to starve.  I've watched an equal number either plant fields of dandelions or hay, without hay ever being harvested or coming to it's full potential.  Harvested hay supercharges your ability to raise animals, both used as feed for herbivores and perhaps just as importantly for kibble production.  Perhaps reinforce the potential of harvested hay?


If I could also make one other observation that's really directed more to 1.0 gameplay (but seems to be unchanged in 1.1), and one that I'm hopeful can and will be adjusted:

I've put several thousand more hours into the game since B19/1.0, and I find the relationship mechanic to be uncomfortably immersion-breaking in it's current form - specifically the frequency with which relatives are encountered.

I've regularly encountered raids that had 12 pirate relationships to colonists - often kin, but frequently close relatives.  I believe I understand the purpose of the relationship system and what it's designed to pressure, and I love the nuance that it brings to the game...I just think that the AI uses it in a way that sends it pretty overboard.  Think about it: these are folks that crashlanded on the rim of the known universe.  Is it plausible to have a colonist who's lost 18 family members...family members who all happened to be on the same planet that the colonist ended up on completely at random?  Perhaps dialing down the slider on this aspect of the game, and utilizing a different (but functionally similar) method of pressuring both colonists and players would be in order?

I see it as kind of like salting food: a pinch is almost essential, a little more can add to the dish you're making, but too much spoils the intended effect.


Just my .02.  I'm still playing this game as much as I ever was, with no intent of slowing down.  A continued thanks for making such an incredible game!
#21
I want to offer the OP a hug, free of charge.
#22
Firing it up now!
#23
I have caravanned to a lump of Uranium Ore, where I've set up a temporary camp for the 10 days.

In the past, it was possible to build a Ground Penetrating Scanner on these remote maps, locate the underground deposits, build a few deep drills, and mine the deposits that showed up in green.   On this map, nothing displays when the Ground Penetrating Scanner is built.

Is this an anomaly, or do remote maps (non-main colony maps) no longer have underground deposits of ore to mine?
#24
Bugs / Re: Animal Training Not Occurring
October 05, 2018, 01:27:16 AM
2047 is working normally for me, as well.  Thanks for the speedy attention to this!
#25
Bugs / Re: Animal Training Not Occurring
October 04, 2018, 06:45:38 PM
Update: the issue still seems to be happening with v.2045 . 
#26
Bugs / Re: Animal Training Not Occurring
October 03, 2018, 03:58:56 AM
I'm experiencing the same bug;  this is as of the latest build (2044) - Vanilla, but I believe it was happening during the previous build as well, if not before.

In my case:  a Level 17 trainer is given a force-command to train a Warg;  the trainer will retrieve raw meat, and then will never initiate the training attempt, but move on to train a different animal.

When given a second force-train command after the trainer has retrieved the meat, the trainer will initiate a training attempt, but no status "Trained 3/5 x chance" message appears, and no change in the animal's trained status will occur.  The system will then prevent another training attempt for the same animal, displaying "Cannot train/animal interacted with too recently"

Edit:

I just set all my colonists to train, and the failure to train is apparently happening with all of my animals at the moment.
#27
Just a heads-up:  currently, the new "Food Restriction" tab is not retaining it's setting when reloading a game;  it doesn't matter whether the game is quit to OS, or is simply reloaded - either one will change the setting.

Details: I created a custom setting, "Simple Meals and NuPaste", and assigned all colonists to it.  Upon reloading the game, the setting was changed to the first setting, "Lavish Meals".  I was able to reproduce this outcome 3 times.
#28
Quote from: Ramsis on September 21, 2018, 11:32:28 AM
Hey Teleblaster thank you for the report!

So I sat down and tried to reproduce the report, sent off a small caravan with an alpaca and tried to load it up with partial stacks of herbal medicine but the quantity menu always appears, at least on my end. I did also try loading up one of the colonists in the caravan and like before the quantity menu came up just fine.

If you are still having this bug please feel free to post about it in the thread, or if you have a save with this bug taking place we would love to get it if you wouldn't mind! :)

Sure thing;  I just PM'd you with a download link for the September 7th (v0.19.2017) save and the map where this happened.  The issue seems to have been resolved as of a few builds ago...it's no longer a problem in 1.0.2034.
#29
Hey, folks-

I figured this might help some of you out - a side-by-side comparison of all the new textiles in B19.  Just message me if you notice any inaccuracies, but I'm reasonably confident all stats are correct.  Enjoy!

#30
Canute-

This is Vanilla;  I don't use mods.