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Topics - Bobisme

#41
Bugs / B18 short of locking animal in freezer they starve
September 11, 2018, 07:14:59 PM
B18
On several occasions i have had to create a zone in my freezer and allocate an animal to it just to get them to eat.
They were already zoned access to my entire place (bar meals) 3 freezers, one with human bodies and 2 with meat veggies and many many animal corpses (7 frozen elephants in one atm.)

i just had a bonded cougar die, said he was hungry/starving and yet he was in lockdown, all 3 freezers were within 20 tiles of each other and him? :) I usually force the zone but figured, nah he just hasn't eaten yet. Sometimes i see the starving and ignore it as there is copious food around them, of all types and they eventually eat.
#42
Ideas / pawn placement should overwrite animal placement
September 11, 2018, 12:05:32 PM
I have a large amount of dogs and cougar n panthers that fight along side of me..
Quite often i will be fighting a group and my pawns will not move to a position because an animal on the other side of the map has claimed that standing spot, when you have several 'drafted animals' it can become quite painful to see a pawn not being able to fight, because 4 dogs are on their way and taken up the cramped fighting space..

Pawn placement should over ride animal placement, the animal should be pushed out to the next available square, the situation could become make or break.

I've had the situation happen a few times but just now i had a crashed ship battle in a small area and i could not get my people in there as animals took up the empty space, so my 15 man army was reduced to 9 or so, the rest had to stand outside as dogs wanted the standing spot, who were 'miles away'
#43
Ideas / ma n pa ranches [new quests] +raider threats
September 11, 2018, 11:42:07 AM
'Ma tucket has contacted you by radio,  She begs for your assistance,  pa tucket's been  bitten by a cougar while defending their ranch, he's  going to die in 6 days without proper medical treatment...

'Pa tucket has contacted you by radio,  he begs for your assistance,  blight has swept through their crops, they wont survive winter..

Ma' n Pa tucket contact you by radio, they beg for your assistance, pirates have demanded a payment of 1000 silver to protect them from pirates, they don't have the silver.. the pirates are coming

(We don't have much but here, take this as a show of appreciation, or, get nothing.. thankless bar, you saved them)

Pirates have contacted you... pay %silver or you will be raided, (pod in silver, caravan it or take o a couple of waves of raiders)

I'd really like we to see a 'fleshed out' base other than your own, i know this has been asked many times in many different ways, perhaps just a small ma n pa ranch, low wealth, throw in a daughter, a little farm, it only appears on the map once they contact you and persists... Ignore them and watch the farm vanish of the map, or go back after 'ma n pa ranch has been burnt to the ground' to find just rubble. etc
(Jesse Dubly from the pirate rockers is in this raid, the daughter of ma n pa Dubly, ya know, the ones you let die, she will fight fiercely 

It's not like you have to save them either, you could raid the place.. you could take it over..

I know this could create an issue of -if these guys have an actual 'base' (all be it a 2 bedroom wood fired shit hole with some measly crops) why don't the others?
#44
I think the option to set my pawns to ignore, flee or attack when they see danger is great, turn that stupid 'killer rabbit' into mince meat in the blink of an eye, makes sense not to run.
However, on several occasions, one of my pawns gets 'upset' and goes beserk, then my other pawn blows his head off with a sniper rifle... ouch.
I'd prefer a melee attack  when it comes to MY pawns being a danger to my other pawns, i'd understand if my beserk pawn was wildly shooting at everything, but they don't, they can easily be subdued and possibly arrested.
#45
For some reason my game has not run the journey offer, the friendly Ai from my past/ship

is there a way to force the event? Dev mode isn't working, is there a way to remove the big fat  NO? :P

Some have said it is due to impassible terrain, though i would hardly consider it impassible terrain considering the size around me (way down the track is impassible terrain though, WAAAY down)

ppl who have had this issue have said they were on cassandra rough, which i am on, is it not ment to have a ship?

Others have said a mod issue, though i have very little in regard to mods..
a dog said, RBSE, more lights and more furniture....

Can i alter the save file?

:)

#46
Bugs / Isolated colonies never get Journey Offer quest
September 09, 2018, 06:05:02 PM
TLDR: built my base in a rather open area, no journey offer, further up the map was impassible terrain, spawning a map/base on the other side unlocks the dev ability to spawn the quest,, it shouldn't stop the quest like that..
..i'll build a base on the other side in the near future and dev mode the quest.

...

Been sorted in future versions? :)

My first play through had the 'friendly journey /Ai , been many years this time and nothing, googled it, they say due to impassible terrain, though it's not like i jammed my self in some stupid hole, i hear dev mode can respawn the event?

Just checked, execute journey offer has a big ol' [NO] next to it, i can spawn other events (ones without the NO )
Is it due to Cassandra rough?
Others have stated that is the game they were on with the 'issue'

EDIT:

It is the impassible terrain, i used dev mode, clicking different stuff, seeing if i could remove the one square of impassible terrain, clicked generate map, hoping it would appear there, it made a base on the other side of the impassible terrain a distance away, the journey offer became available..

I gather it does this to prevent it self being placed inside an unreachable area, reckon it needs to assess a few more factors, like as long as it is only a 1 tile distance etc

I can make a base over the mountain later on and dev spawn the quest after 15 days as
It doesn't auto give the quest with a base in 'open terrain' and I can't speed time up by 15 days to see if the quest is still given via the 'spawn map'.

:)



[attachment deleted due to age]
#47
Ideas / animal, social, bond, top of list not bottom
September 09, 2018, 03:07:48 PM
when finding out who an animal is bonded with you can go via the animals social, the pawn the animal is bonded to should be at the top of the list, not at the bottom, when an animal has 40 cousins thrice removed, it is a hefty list to go through just to see the bond, i see bond as priority over an animals long lost cousin :P
i understand that you could just go via the pawns social*, but it is there in animal social and if it is going to be there, it should be on top :D
*You could go via pawns social, but if you have lets say ..'100' pawns and, you have the animal right there already..
#48
Ideas / solar powered lamps
September 08, 2018, 04:10:17 PM
wouldn't mind being able to build small solar powered lamps, costs 1 component n some steel.
It's a pain having to run cable from 'one side of the map to the other' so i can light up some 'jungle'
..Contains it's own small battery that stores during the day, turns on/drains with certain darkness.
#49
Ideas / When will Only rotten* be implemented..? (B18)
September 05, 2018, 09:06:33 PM
This applies to several situations, more often than not you want things to be done with only rotten, generally this has to be addressed with work arounds when an only rotten fixes it.to get one simple thing done you need to create several things...

crematorium, requires work around, who the hell wants to burn perfectly good bodies?
storages, requires work around, else hey great my 'fresh' bodies are mixed with the rotten yay
Allow rotten seems backward..
Why one and not the other?
When i say work around, i mean, i have to create several storages just so i can get one storage to do a job..

It's pretty simple to fix, create an only rotten button. I'd love to know why this has not been done??

Has it been implemented in newer versions? :P
I'm still on B18

I know this has been addressed before, i was tempted to necro a post, the irony, why is this still an issue?
#50
Sounds to me like they will only build a high quality weapon? like they will scrap it if it doesn't hit the desired quality?
Hit points though? the gun will always be 100% apon construction, so? :D
Cheers :)
#51
Ideas / build an actual caravan that gets loaded
August 31, 2018, 11:23:43 AM
wouldn't mind seeing an actual caravan that can get pulled by a muffalo or two,
...like a mobile home lol

#52
Ideas / overhaul beauty from environment
August 30, 2018, 01:15:44 PM
I think the jungle is beautiful, i also think that of every other environment, beauty in it's own way..

i think that pawns should have the beautiful environment buff until they have to enter the jungle etc, had to 'hack' through jungle -8 or what ever..
Had to trudge through desert -8
simplify it, in the jungle -8
in the desert -8
It's a beautiful environment(from a distance) +5, promotes path building.. it looks great until i have to hack my way through the bloody thing :P

basically if we don't bulldoze the world for footpaths and roadways, they think it is ugly..

the ugly environment debuff represents hostile environment, right?..

EDIT:  perhaps don't give the ugly environment debuff until they step on 'ugly environment' terrain? with a staggered debuff and residual effect.

(terrain being the key word)
#53
I'd like to see a 'hack job' bot the size of one square that is circular in shape, just like the cleaning bots we have now, plugs into a one square size recharge bay

Has a small chance to catch fire, can be hauled if it goes flat to recharge, also breaks down, takes a component to fix.

Each bot takes 2 components and 65 steel to make

the repair/recharge bay takes 7 components and 120 steel, needs a power source, hard wired or a cable like the lights do..

multiple bots can use the same recharger, how many, dunno

I'd like to see the bot n recharger, the costs, just suggestin' :P
#54
Ideas / 'bear skin' rugs animal head mount, via art
August 28, 2018, 04:53:52 PM
i could see animal skin rugs and animal head mounts on the wall, adding to beauty, possibly a mood boost to some and 'not' to others.
reduced movement speed?
I'd like too see my trophy's if not in real life :P
#55
perhaps the peace talks only reduce anger? (yup) though now all that peacyness is for naught as i am about to defend my self and lose all i just gained from the talk? :P

I checked the stat and it is now at -25
it was at -80 ..
#56
(B18)
I like the wood flooring, i think it is better than a hodge podge of smoothed stone throughout my house (smooth stone gives +2 to beauty while wood gives 0 )
I gather it gives no beauty modifier as it is easy to do, plenty of wood and the first thing you come across..

i'd like the ability to smooth/polish the wood flooring, i want to keep wood flooring but i am being penalized for not taking the 'easy way out' and just smoothing stone.
#57
just had a marble meteorite crash near me, i should care, but i don't, i can use any old stone for the same effect
/shrugs
#58
Ideas / just a 2 player 2 character game
August 25, 2018, 10:18:30 AM
At the start you get say 40 points to choose skills, dumb labor is always allowed, though you coudl do the trade of like fall out 4 get a chemical interest for an extra 10 points to use in stats..

Any way, you create your character, your friend creates theirs and you crash land together, to make it easier i guess you get no extra colonists through out the game, (unless it is just a one click allocation of a job) as i gather logistics on who controls what is a pain, you build your base, you defend your base

Like a solo challenge, but with a friend..  :P

My wife wishes for multiplayer :D
#59
I am sure this has been suggested before and possibly been addressed and fixed in other versions, i am on B18..

The problem is you can't have a stockpile that separates rotten from fresh,if you want to store rotten, you have to say store all my dead 'animals here' this shouldn't be the case, you should have the ability to store, ONLY rotten, the fact is 99% of the time when you are storing animals it is only for  not rotten, the priority is back to front.

Perhaps an:

*only rotten
*only fresh
when you want to store rotten, you have to micro manage to ensure what gets stored is the rotten, other wise they will be storing any animal they feel like

i understand there is a work around by using priorities:  low priority storage with allow rotten, high priority with  'rotten not allowed' though, when you have several storages.. would be easier to say only rotten, only fresh, there is never a time when you want to store both, in my experience.

Just sayin..
#60
at night you can see well enough, the only downside is  - # in the dark

possibly I'd like it dark enough where you need a night owl as a spotter..
I'd like to see a pawn say 'it is to dark to work, i can't see' get those torches lit..
A high shooting penalty when shooting in the dark, (may already exist? ) unless a spotter/night owl is within say 10 tiles..  :P less of a penalty
I'd like to see the ground bathed in moon light
Night owls get to 'see in the dark' ...tunnelworld illuminator