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Messages - B@R5uk

#136
I don't like mods, vanilla has a lot staff to get interesting plays with.

Yes, tool cabinets has a bonus limit of two per workbench. So the other ways to improve productivity is to get pawns with "hard woker" traits (two at once will be the best), train their corresponding skill (you may like to buy neurotrainer mech serum to speed things up a bit, but this is lucky) and give them archotech arms replacements to boost pawns manipulation that also increase overall work speed in all cases.

Also if you want to go down crasy resercher path you may get your drag making pawn on wake-up drug as it give huge bonus to work speed as well if I recall correctly. Every drugger should try his own medicine!

Note that some drugs (psychite tea and roll-ups) require cooking skill instead of intellectual. So, firstly it's the best way to train cooks and secondly cooks are the best wokers for this drug job.
#137
Firstly it should really be a lake; meaning standing water not river with flowing water (check it with your mouse over). Secondly, you need to reseach and build some moisture pumps nearby. They require electrical power and some time to slowly turn mud into soil and shallow water into gravel (if I recall correctly). They also should drain bogs and swamps but I have never got to try this ones somehow.
#138
This is not slavery. This is selling rights of caring over prisoners to the third party.

On the topic: this behaviour was made on purpose. In Beta times you needed to capture these refugees as in case you just rescued them they could walk away. So game deves went to another extreme and now we have what we have.

So I always leave these refs aside. They are just waste of time and man-workhours. Better save-load and get some global event with real good stuff like resurrector serum or psychic soother.
#139
Sunflowers? Do you mean dandelions? Well, this is only plantable that I know of that has no yield and do not grow indoors like roses. I like growing this herb when I play on arid and desert biomes as there is no natural grass at all for your home animals like dromdaries and I don't like blowing up colony wealth by raising and storing a lot of hay for them.
#140
Well, the stupid thing is that chopping off diseased crops should be placed under "Growing" job, not actually "Cutting plants". Because as it is now you need to manually neat pick every single one of these cells for pawns to chop and even more in the process as disease spread while pawns do their job.

That is if you want to save normal food to continue its growth, as there is another solution: to burn it to the ground and just plant anew.
#141
General Discussion / Re: Next Update
May 13, 2019, 12:55:08 AM
I hope they just fix existing bugs like with sending prisoners via transport pods and improve gameability adding usefull stuff like size statistic of zones and check button for disallowing pawns to harvest ripe crop from growing zones.
#142
Well, actually I'm frickin starving myself every day now and fridge is turned off because there is nothing to freese in it, so I *can* understand. And year, you should *not* look down on pet food, especially canned. I have an acquaintance who has tried it and claims it's much tastier than many more expensive canned goods.
#143
General Discussion / Re: Divorce
May 13, 2019, 12:33:34 AM
There is always a chance for spouses to break up. It's very small, like some hundredth of percent, but nonetheless. Of course chance is smaller for spouses with high opinion of each other, but I have never tried to study the formula.

You can actually see these chances if you turn on development mode. There would be new button on social window with pulldown where you should select "interaction chances". There you can see chances to chat, deep talk, slight and insult. There would be some rarer interaction chances like compliment for nice persons, chances to woo for love interests and chances for marriage proposal and break up for couples. You can also infer come clues from this button menu about how likely for given people to fall in love is and how stable thier marriage would be depending on attractability and compatibility between them. If you try and like this hidden data welcome to the dark side!
#144
Quote from: antstar on May 05, 2019, 03:21:07 PMThe problem I'm running into is the 1 dimension less version of the square/cube law. We can afford more turrets. But there is no way to jam more turrets into the killbox. With a million or so in assets, the raids are becoming unbelievably bad. Was playing on second hardest difficulty; had to drop it by one; we made a ton of more money over the next few years and again back to raids that are just getting insane.

I think you have never tried to summon some help from friendly faction? They can do wonders even against entire pack of robotic caterpillars with heavy blasters and whatnot!
#145
I think food restrictions should solve any of such problems topicstarter mentioned. Not sure for 100%, because I have never tested it specificly with food binge breakdown.

Also NPD + food restrictions very nice combination for your colony prison. It saves food supplies on not working pawns and prisoners can feed themselves without need for working pawns to waste time delivering rations to prisoner room.
#146
General Discussion / Re: Seed/planet save?
February 12, 2019, 10:53:30 AM
I think climate type and continent size make as much influence as planet seed does. In the end after you choose your desired biome and terrain it will be the placement of roads and settlements which does truly matter. The former you can find almost on every planet whereas the latter does highly depend on every choice of settings you make.

So adding option to randomize roads and settlements within already existing planet will give much more flexibility.
#147
I'd rather let predators hunt others animals and unforbid carcasses from time to time. Dogs will do hauling.
#148
Social skill helps one a lot to improve others pawns opinion about oneself through "deep talk" opinion bonus. The higher the skill the greater the bonus. But it seems for me skill do not change the chance to trigger "deep talk". Nevertheless high opinion bonus helps get into relationship and also improve mood of one's mate once relationship is taken place through "opinion of my lover/husbund/wife/fiance/fiancée" mood bonus. The last one comes up to +10 !!!
#149
General Discussion / Re: How do I get a large colony?
February 03, 2019, 01:18:06 PM
There is always a sure way to get hostiles drop alive which is to bleed them out until they lose consciousness or hit moving threshold. Shooting off legs also helps a lot in this case as well as building long winding bowel from granite before your killbox. But beware! Reatreating hostiles tend to smash any doors on the way if it proves to be shortcut.
#150
General Discussion / Re: Start Colonists
February 03, 2019, 12:25:18 PM
Quote from: Rullepelle on February 01, 2019, 03:25:57 AMIs there anyway to "Save Colonists" and try again?

For those who plays without mods there is a way to select and remember start location first, then return and carefully choose pawns to play with.