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Messages - vzoxz0

#256
I haven't noticed daylilys growing beyond their zone. Do you mean dandelions? Not sure I've seen that either, to be honest...
#257
The stuttering in this save occurs even with fewer colonists. Again it started up roughly when a trading colonist came back (with a couple of animals).

The size of savegames increases quite a bit over time. I barely even got this one zipped up for forum specifications.

[attachment deleted due to age]
#258
It would be interesting to see an "experience"-based system be implemented for sub-skills. Crafting would be like your inherent knack for making stuff, and the experience you have making specific things would compound that and allow higher quality things.
#259
Bugs / Re: [1.0.206] Blind guy won't use recreation
September 14, 2018, 11:26:01 AM
Not sure that's a bug -- maybe due to the way sight works, the AI evaluates that it's still better to do boring things than things you get almost nothing out of due to your low sight. Just a thought, though.
#260
Lone caravaneer with a muffalo. Two mods enabled, EdB Prepare Carefully (unused in this save, but still active) and Mad Skills. Mid-trip, caravaneer resting on an excellent cloth bedroll. Not sure if it matters, but I am playing on Savage permadeath. It's not the first time this has happened (and I have, to my recollection, never seen a colonist do what is expected here).

I expected my caravaneer to gain some amount of comfort.

He did not.

To reproduce, send your colonist on an caravan trip with an excellent cloth bedroll. Maybe the muffalo makes him uncomfortable, staring at him when he sleeps.

Is this a bug or as intended?

[attachment deleted due to age]
#261
One of the primary features that has been requested for at least three versions is the ability to have a "food policy", as rationing is one of the most important aspects of survival.
#262
My colony had a, uh, "setback" and it's on permadeath. I'll post it once I'm back up a colonist or two and experiencing the stutters more obviously. At 7 it's not as painful though still apparent.

Edit:

I seem to have found a strange bug where a colonist dying in a caravan counts as banishment. I don't recall "banishing someone to death" in my entire playthrough...
#263
If you're using mods, you're already nerfing it.
#264
That's very naïve. Stardew Valley didn't "maximize" its profit, and it is incredibly successful. The value for Chucklefish supporting it is immense and difficult to quantify as well. If you're a one hit wonder, then yes, you want to "maximize profit" for that one game, or that one period of time.
#265
Quote from: Shurp on September 07, 2018, 06:15:32 PM
Hmmm, you've managed to cure my desire to upgrade to b19.  Not that I can anyway (I'm not using Steam), but I was concerned I was missing out on something still playing b18... but from what you describe, there's no real advantage to switching and definitely some downsides.

Does b19 address cooking micromanagement at all?  I've given up on kitchens in b18.  Instead my colonists just cook in the freezer and enjoy the 40% cold penalty.  But it beats trying to set up a stockpile in the next room and manage it.

Your primary mistake is not eating raw human flesh instead.
#266
"While I don't disagree with the general principles you laid out, DLC fragmenting the player base isn't really a thing in a single player only game."

... horse DLC.
#267
Map size is between "default" and "one step above default", not sure which this run is on. I have a wall surrounding my colony, but that shouldn't affect anything to this extent.
#268
I don't have this kind of stuttering playing PUBG :P Something is up :P
#269
I think a lot of people would appreciate a "naked semi-brutality"-mode.
#270
General Discussion / Re: Fertilizing in Dev Mode
September 07, 2018, 01:30:30 PM
I think you just have to hum "Get Down, Make Love" by Queen.