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Messages - isistoy

#271
Here is one save (7zip), a few seconds before an instant raid. 71 colonists.

[attachment deleted due to age]
#272
Sorry for the previous one, I wasn't explaining what I meant exactly:

When you create a "do until" bill for a clothing workbench, the total existing count of items to produce against is counting all items of the sort existing on your map. It is not influenced by radius (and I would say, this is normal), nor by any of your existing stockpiles (which is my problem).
If, for some reasons, you have not hauled all previous camps clothes, they will potentially forbid you to produce until you have the wished count or be hauled and destroyed and I felt it as an annoyance.
But maybe this is designed this way and is not a bug at all, I just wanted to report this.

I did have the problem on my 1 colony. I keep a save of it on my side, in case you cannot reproduce the behavior.
#273
That would not exactly match the goal I have, which is to have some "Students" workbenches.
Because they are shift workers, there will be a diff. colonist using the bench, depending on the time of the day.
That option would be nice for forcing only one colonist to operate the bench.

Edit:
my last sentence was not exactly precising things: I find it interesting because it would allow not only one guy per bill, but several bill specialists and only these ones.
#274
We already have a min cap, but a max cap could allow dedicating some bench bills to students and segment the skill upgrade curve.
Then you'd be having your best colonists using there own top bills only
#275
As reported in the subject.
<range> is of no use here, as it should and correctly applies on ingredients, not result.
If needed, I can send a save game.

Best,
isis
#276
Ideas / Re: 'Priority Build' designator
April 29, 2015, 06:57:15 PM
Quote from: TLHeart on April 29, 2015, 06:19:40 PM
never give an employee or pawn more than they can complete in one shift.
That's a good piece of management advice and the game reacts nicely, when you do it :P
You can still force micro some of them, on specific tasks, but mostly leaving them to what they are already assigned to and doing task planning to match with your work force accordingly.
It also avoids having the engine to launch recalc on the scheduling of your active builders all at once  ::)
#277
Ok and you're right to do so. That's why I was straight on talking about "Triggers" for such a feature.
Maybe, the engine would lock + snapshot the complete state once not too regularly (possibly once at the beginning of each hour) and then, you'd compare equipment of each instance against the snapshot individually, starting the comparison in async (no other query), Then using the existing concurrency system against stockpiles (based on reservation?).
The thing is: the program is time-based here, we even have this Time Schedule now...

Interesting to try to think these as being technically possible. I am interested to know how the game is dealing with stockpile management, in a technical point of view (queues, stacks, locking, event notification and so on)
#278
General Discussion / Re: Trade goods
April 29, 2015, 10:01:58 AM
Good and upper lvl Plasteel weapons and statues give a nice cashflow and it comes at you without effort, with mechs :P
Not tried selling clothes yet... Hmmm...
#279
Ideas / Re: Vents - Open/Close
April 27, 2015, 03:09:10 AM
+1
#280
Quote from: billycop32 on April 27, 2015, 12:24:21 AM
can you rephrase that? I don't understand.

Rephrased: Shooting and Melee Stats could also be used, in combination with the Smith Skill to calculate chances and stats for weapon crafting, repair or reverse- engineering.
#281
Possibly also, to have shooting/melee applying coef. with your smith stat to the complete crafting/repairing process.
An addition to today's way of creating melee weapons would be nice for both, imho
#282
The rules are ok.
With some fine tuning also, but I would had maybe a need of getting some kind of blueprint before being able to begin the process, or some basic gun learnings to acquire before and apart from the fact you have smith lvl 20.
From some blueprint items/draws/schemas to trade or find, maybe?
#283
Ideas / Re: upgrade to every action through research
April 26, 2015, 06:26:14 PM
We miss some kind of depth in this part of the game, imho.
In the current form, it is only there for some of the techs (i.e. Mortars).
Maybe a tech tree.
In the current state of the game, it makes it only mid-game and is not demanding any big effort to be dealt with definitively.
#284
Ideas / Re: Sorting in grids
April 26, 2015, 10:05:40 AM
It would mostly be used to sort consult - select - change priorities of the selected. It would certainly be some sort of "comfort" feature.
I know grid-views can implement such features in programming, but in the case of this game, I don't know how hard that would be and is a graphical change (new sorting behavior actions to add to the graphical interface, etç...)
#285
Yes, if the ticks are the current reference, it would makes sense to have it realistically spaced so that it could be playable!
I'd extend the thought to the planner idea you had: have the search linked to the "free time" block begin, in async. This way it would not happen during work and it could be planned, in case of shift work (previous night tailoring trends becomes today's fashion :D)