Started by Tynan, March 09, 2014, 10:20:30 PM
Quote from: zurtri on March 10, 2014, 06:18:30 AMThe whole 'range' concept for crafting is a PITA. May I suggest removing it entirely and have it like all other activities - start at the closest and go from there.
Quote from: Benny the Icepick on March 10, 2014, 02:29:25 PMOne of my struggles early on was understanding the dynamics between happiness, fear, and loyalty. I just figured happiness and loyalty were desirable, and fear was not; it never occurred to me (even with the position and size of the bars) that happiness and fear both contributed to loyalty. It might be clearer if the happiness bar were one color, the fear were another, and the loyalty bar was the two stacked together, so you could see visually that each contributed to loyalty and by how much.
Quote from: Monkfish on March 10, 2014, 06:58:12 PMLaunchpad - What the shit?- I build a launchpad, delivery beacon and comm station last night, figuring the 500+ potatoes I had was probably excessive and someone might exchange them for some guns. I'm not really sure what triggered it, but at some point my haulers started taking stuff from my stockpile (which is tucked away inside) to the launchpad (which is outside of the base). I... don't even. I clicked on the launchpad and it told me it was a launchpad. I clicked on the delivery beacon and it told me it was a cactus, but I told it to stop being silly. I then clicked on the comms station and it also told me nothing. I have no idea why my haulers were moving stuff to the launch pad but I'm guessing it was something to do with a trade ship being in the area as they seemed to move it all back inside when it left. Not a clue what happened there and there was no obvious indication of what was going on.[/list]/walloftext
Quote from: dd0029 on March 10, 2014, 07:17:37 PMLaunchpads actually have an automagic storage zone under them set to priority I believe. So if you in house storage was set to normal, things would get moved to the launch pad as that has a higher priority. Click twice on the launch pad to select the storage zone under it.
Quote from: Alandil on March 10, 2014, 08:05:59 PM- Building a wall in a tight spot or in a 1 tile wide corridor usually requires to command each block of wall one after another, since otherwise closer wall blocks will be build first, blocking the way to the unbuild walls and often even trapping colonists inside.- Trying to replace a dirt wall with a metal wall in the beginning often caused my buildings to collapse, as you have to wait until the wall is mined, before it is possible to give the command to build a metal wall in its place.
Quote from: ShadowTani on March 10, 2014, 10:34:22 AMAlso, there's that you can't manually declare things that are in a prison room for hauling, took me forever to figure that out, lol. Had a dead prisoner body laying there forever without anyone picking it up and me not being able to right click to get someone to do it. xD I figured it out first when I relocated the prison (I had a temporary setup inside the stonecrafting room - and yeah, the stoneblocks produced couldn't be manually set for hauling either, on the automatic side they did not haul them to the stockpile either, but I think they might have grabbed them directly when they needed them though - I can't remember for sure). However, I guess this is more of a bug than an usability issue.
Quote from: RadGH on March 10, 2014, 10:53:28 PM6) I still do not understand what a nutrient paste generator is for. Nobody seems to be able to use it. My people seem to be quite content with a kitchen and even eating raw food, as long as they have a prepared meal once in awhile.7) The hoppers and equipment benches do not seem to have any benefit. Maybe they do, or maybe they are just cosmetic mini-stockpiles. If they do anything aside from providing a mini-stockpile, they should explain it (I'd imagine the hopper lets you stack more items on one tile, but it doesn't seem to be the case).