Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Jstank

#16
Quote from: WraithCadmus on July 13, 2018, 07:33:11 AM
Quote from: Tynan on July 13, 2018, 07:16:50 AM
There's a back compatibility problem, I'm fixing it now. Fix should be up in 10-30 minutes.

Yup, loaded a game from a few hours ago, and now have immortal bunlings wandering around

https://gist.github.com/WraithCadmus/76e2fb4181a18f897f752165697d07ca

It's only a bunny rabbit!
#17
I'm getting a colonist died debuf when the colonist was captured.
#18
The door changes have made it pretty easy to cheese an extra shot while the enemy is giving up on trying to get through the once open door that your colonist previously occupied. When the door is slowly closing, the approaching raider or animal starts walking away from the door thinking its closed while your colonist starts lining up the shot knowing its open. You can get a few extra shots (depending on the weapon) off before the door closes. It's very easy to cheese the doors now, and the slower the door the easier it is. Big heavy manual stone doors work best as they take the longest to close. I think it is an issue where the raider thinks the door is fully closed when he should probably be trying to put his foot in it to stop it from closing.

So my question to the Big Man is, is this intentional or accidental behavior?
#19
A little fix I noticed... On the tailoring bench instead of making a parka out of muffalo wool, it should be blufur. In the ingredients menu, it still reads 'muffalo wool'.

It is not a big thing because the recipe still works, but should def be changed for clarity.

I am playing on the latest 1.0 unstable build.
#20
Quote from: Lanilor on July 09, 2018, 09:50:18 PM
Quote from: Jstank on July 09, 2018, 09:37:04 PM
Now that you introduced craftable chocolate, and considering that nobody ever makes lavish meals and nobody seems to be planting coa-ca trees atm, wouldn't it be a good idea to make it so that a lavish meal includes just one piece of chocolate and .25 veg and .25 meat! A dessert with the meal would make the colonists very happy and certainly lavish!
That would make it even worse to cook lavish meals. I think adding a small value of th food recreation type to lavish meals would be good.
I mean the idea with the dessert is quite nice, but needing chocolate makes it even harder to craft and even less worth atm. At any rate, it would be a pretty simple mod to replace the recipe. I'm sure someone will think of it! ;)


Honestly, I don't think there is very much use for either chocolate or lavish meals right now. Lavish meals are too wasteful for the benefit and chocolate is barely worth keeping around. Combining them would make them both useful. I could be wrong, but I don't think many people go for lavish meals. They stick with fine meals because it costs twice as much. However, if all you have to do is mix a little chocolate into your meals to make them lavish, then it would be worth actually going for the lavish meals as a sustainable end-game meal choice, as it should be.
#21
Now that you introduced craftable chocolate, and considering that nobody ever makes lavish meals and nobody seems to be planting coa-ca trees atm, wouldn't it be a good idea to make it so that a lavish meal includes just one piece of chocolate and .25 veg and .25 meat! A dessert with the meal would make the colonists very happy and certainly lavish!
#22
I just noticed that if you don't put on manual priorities, doctoring just does not get done. That is if it is just checked with a green check mark the colonists will ignore the job.
#23
 " They kill a pawn more surely than raiders, with much less warning."   <----------- This is why it needs a raid level notification. Big red envelope pause game. So you can react to it.
#24
Quote from: Tynan on July 06, 2018, 01:32:46 AM
Some changes are indeed experimental.

I'll probably bring back predator attacks at higher difficulties only.

Would highly suggest medium and above. I think it should be expected that a predatory creature is a danger to your colonist. I still would like to see a pause notification of the attack. It should really be a raid level notification!
#25
I'm going to + 1 on the trap rebalance. I think that it was fine the way it was. There should definitely be risk involved with using them.
#26
Predators no longer hunt humanlike.......

I mean, I think we wanted a strong game pause notification letter for this event, not just a casual elimination of a mechanic. Now winter hunting/ doing stuff outdoors is not a risk! Mod pwease!
#27
I just had an issue where I lost 2 colonists due to the caravans not merging properly. I had two instances of this. The first time both the caravans were healthy, and the second time one caravan was trying to rescue the other caravan through merging. Both times I was unable to merge the two caravans together despite them being on the same tile.
#28
CONCERNING KILL BOXES

I understand that if the second raider in the line sees the first raider's head get cut off by a deadfall trap, the second raider would think twice before going into that same area. However, I don't think that a bear would be sneaky and nimble enough to strafe around all my deadfall traps while chasing Paxe for poking him with a fire stick.

I literally was chased through a trap region by a bear, and the bear stepped around all the 'bear' traps. I think that is too much intelligence for one bear, I could be wrong.
#29


That doesn't make any bit of sense. If this person spent his life scavenging through wreckages to find interesting stuff, then WHY THE HELL CAN'T HE HAUL!?

There are a lot of backgrounds that disable hauling in this game and most of them don't make any lick of sense at all. Before we wrap a package on this game can we dial back the amount of disabled hauling that occurs in characters? It should really only be for health reasons that these pawns can't haul.  EX: Bad Back!
#30
outside temp 49 Degrees F and snowing?

I also noticed that the new crafting benches are not increasing crafting skill