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They go by how satisfying food is to what they'll eat first and give no thought to distance. Unfortunately prepackaged is their favourite.
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# ? Oct 31, 2014 17:18 |
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# ? May 20, 2024 03:07 |
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Opal posted:I'm sure I saw my colonists defend themselves automatically on my first run-through but maybe not. I'll try the draft thing instead. What also worked was assigning them as hunters and marking just the one squirrel or whatever. They seem to go for "Quality" over distance, and pre-packaged meals are higher than even fine meals. Got 50 fine meals right here? Too bad, going for that piece of crap prepackaged dinner that just happens to be in the middle of all the pirates on the edge of the map. The solution is just to forbid them.
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# ? Oct 31, 2014 17:20 |
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Yeah if you want to gather survival meals, you basically need to force assign hauling on them by necessity to keep idiots from running out to grab one when they need food. And then eating it on the ground, forcing the mood hit. I just leave them forbidden until I get a food crisis. Animals will eat them so it keeps the population up for your hunter(s).
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# ? Oct 31, 2014 18:04 |
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Opal posted:I'm sure I saw my colonists defend themselves automatically on my first run-through but maybe not. I'll try the draft thing instead. What also worked was assigning them as hunters and marking just the one squirrel or whatever. I'm not sure if it depends on the characters stats or traits or anything, but yeah, people won't reliably defend themselves unless you draft them, which basically puts them into XCOM combat mode. Sometimes a colonist will take a pot shot at some baddies while trying to do something else, but in my experience, usually not until they've been shot or shot at. Maybe I'm weird, but I always unforbid all the materials when the game first starts, and have a dedicated hauler just bring stuff to my stockpile. After three or four days they usually get everything. I also almost always go through all the survival meals when I get my kitchen up and running, so maybe I just start off slowly.
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# ? Nov 1, 2014 01:21 |
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Your map quickly becomes a sea of survival meals when you start getting sieges every 10 minutes or so.
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# ? Nov 1, 2014 02:20 |
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And bodies. Oh right, same thing.
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# ? Nov 1, 2014 02:53 |
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Skaw posted:Animals will eat them so it keeps the population up for your hunter(s). Do they really? I had a herd of deer trapped between some hills and a fence but they never multiplied, should I have set up a food stockpile for them?
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# ? Nov 1, 2014 09:42 |
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I don't know if this was mentioned before or not, but for anyone who is annoyed by having to constantly choose a material each time you select a wall, the bottom option in the interface settings changes it so you have to right click it to bring the material menu up. Saves a bunch of clicking.
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# ? Nov 1, 2014 15:37 |
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nightwisher posted:I don't know if this was mentioned before or not, but for anyone who is annoyed by having to constantly choose a material each time you select a wall, the bottom option in the interface settings changes it so you have to right click it to bring the material menu up. Saves a bunch of clicking. I'm pretty sure this is only a feature of the EdB interface mod. But still, definitely good to know, and everyone should be using that mod anyways. Valcione fucked around with this message at 16:06 on Nov 1, 2014 |
# ? Nov 1, 2014 15:50 |
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Koobze posted:Do they really? I had a herd of deer trapped between some hills and a fence but they never multiplied, should I have set up a food stockpile for them? No, they don't multiply, but they do starve to death if they can't find food(grown grass counts.) Some animal types will eat meals. I know Iguanas do. Skaw fucked around with this message at 19:05 on Nov 1, 2014 |
# ? Nov 1, 2014 18:59 |
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Meals are considered food for the purposes of animal survival. If your animals starve, they'll get replaced by migrant animals, that will also starve and be replaced. It's how you get food in the desert.
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# ? Nov 1, 2014 20:00 |
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So, one of my colonists suffers from starvation, even though there's both simple and fine meals lying (unforbidden) in a stockpile near her, and she's just idling - what's wrong?
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# ? Nov 1, 2014 20:17 |
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nightwisher posted:I don't know if this was mentioned before or not, but for anyone who is annoyed by having to constantly choose a material each time you select a wall, the bottom option in the interface settings changes it so you have to right click it to bring the material menu up. Saves a bunch of clicking. Didnt know this, thansk a lot dude
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# ? Nov 1, 2014 20:46 |
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Tias posted:So, one of my colonists suffers from starvation, even though there's both simple and fine meals lying (unforbidden) in a stockpile near her, and she's just idling - what's wrong? I've encountered this bug - they gather food to eat and they don't eat it. Save and reload on the spot, and it'll reset their behaviour.
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# ? Nov 1, 2014 20:48 |
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Tias posted:So, one of my colonists suffers from starvation, even though there's both simple and fine meals lying (unforbidden) in a stockpile near her, and she's just idling - what's wrong? Check her health tab, and see if there's any injury there that interfere with eating. I had that happen once: there had been a minor skirmish, and one colonist got shot once. He quickly healed and went back to work, but a day later I get a starvation notice. Turns out the gunshot had destroyed his stomach, so he was fully healed but couldn't eat.
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# ? Nov 1, 2014 21:03 |
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That calls for emergency surgery! To harvest those precious organs before he goes off.
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# ? Nov 1, 2014 21:07 |
I think getting your jaw shot off makes you unable to eat as well.
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# ? Nov 1, 2014 22:52 |
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Alternatively, is she drafted?
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# ? Nov 1, 2014 23:20 |
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Sometimes I find drafting and then undrafting helps make them do what's best for them. I've been trying the Minami mod and got attacked by a pair of Tuskbeasts (big Yeti type things), though I don't know if that's a feature of the mod or something in the base game. Aside from being massive bullet sponges, they randomly destroy stuff, including bodies apparently, as they disinterred one of my colonists from their grave, scattering human meat and leather everywhere (despite the fact I'm pretty sure the corpse was skeletal). I eventually got tired of seeing the meat just sitting there with a big X over it, so I thought, eh whatever, and hauled it to my stockpile where my cook immediately mixed it into the morning's slop. Yes, I cooked the meat from an old disinterred corpse and fed it to my beleagured colonists. The braindamaged one cried when she realized what she'd eaten and was on the verge of a mental break, so I decided to soothe her with some anaesthetic and then harvested her kidneys. I think this game has gone beyond Dwarf Fortress levels of for me.
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# ? Nov 2, 2014 00:50 |
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Sage Grimm posted:That calls for emergency surgery! You could also, just, give them dentures. Don't even think they use anything other than medicine.
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# ? Nov 2, 2014 04:56 |
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Lprsti99 posted:Alternatively, is she drafted? I both loaded and reloaded, and drafted and undrafted her, but her stubborn rear end starved to death. I did not check whether she was injured in the jaw or stomach, but I don't recall her fighting anything. Ah, the show must go on, ere the muffalo roam
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# ? Nov 2, 2014 10:24 |
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It took me at least a hundred rerolls but I finally gen'ed a planet with a mountain next to a coast. This is the result: I am going to build SUCH a loving colony in that bay
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# ? Nov 5, 2014 13:55 |
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nightwisher posted:It took me at least a hundred rerolls but I finally gen'ed a planet with a mountain next to a coast. This is the result: I did not even realize that was possible. That's awesome. Sucks that the plasteel deposit is across untraversible deep water, though.
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# ? Nov 5, 2014 14:20 |
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For now, perhaps - The way this is going, I fully expect a droid-boat built from the bones (and powered by the brains!) of my undesirable captives to scoop that poo poo out in two months or less!
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# ? Nov 5, 2014 14:32 |
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I'm having a great time with this game. Having the Minami mod and the Enhanced Defenses mod really makes it more challenging. Although once you find a good defense point it's hard to dislodge you. The results from the last pirate raid on my base And a quick cap of most of my base as it stands. This map was graced with a crap ton of Plasteel and I keep finding more.
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# ? Nov 6, 2014 20:45 |
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I love this game but there's something really odd about hit calculations. If you watch a couple of people having a shootout, when there's a critter like a squirrel in between them, it'll almost always get hit. It's really uncanny and I've seen it happen way too often to be accidental. No big deal but I like the idea that the shots are all calculated properly and I'm sure there's some hackery going on. In actual news it seems that Tynan is starting on making the art skill actually work, with a sculpture bench and art installations.
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# ? Nov 8, 2014 16:00 |
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Rapacity posted:I love this game but there's something really odd about hit calculations. If you watch a couple of people having a shootout, when there's a critter like a squirrel in between them, it'll almost always get hit. It's really uncanny and I've seen it happen way too often to be accidental. No big deal but I like the idea that the shots are all calculated properly and I'm sure there's some hackery going on. Also lots of wonderful news about temperature mechanics. The game uses something like a real physical simulation of bullets, if something is in the way of the bullet, it will get hit. This is also why your colonists will get shot a lot more often than the probabilities would suggest if they're in super good cover, because even though the enemy has a 1% chance to hit, there are only so many places for the bullet to go, so they can still hit you by accident. To hit percentages are more indicative of a colonist's ability to hit what they are intending to hit, not their ability to hit things overall.
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# ? Nov 8, 2014 16:04 |
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I think what he meant was that even if a colonist only hits an intended target 30% of the time at a given distance they will almost consistently hit whatever happens to stand in between which seems a bit unlikely. I want to say I've had a similar experience with friendly fire.
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# ? Nov 8, 2014 18:06 |
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Just started this game and trying ti figure out the UI. If I want to trade, how do I move silver from my indoor storage to my outdoor beacon? When I click on a colonist and then right click on the silver I get "No configured place to store it"
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# ? Nov 8, 2014 18:48 |
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Lockback posted:Just started this game and trying ti figure out the UI. If I want to trade, how do I move silver from my indoor storage to my outdoor beacon? When I click on a colonist and then right click on the silver I get "No configured place to store it" You need a stockpile there set to store it, and the stockpile needs a higher priority than whatever stockpile the silver is in or disallow silver in the old stockpile
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# ? Nov 8, 2014 18:58 |
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Bondematt posted:You need a stockpile there set to store it, and the stockpile needs a higher priority than whatever stockpile the silver is in or disallow silver in the old stockpile Ah, thanks. I was wondering if you had to do something like that, but it seemed like an obtuse way to set something available for trading.
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# ? Nov 8, 2014 19:31 |
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Opal posted:I think what he meant was that even if a colonist only hits an intended target 30% of the time at a given distance they will almost consistently hit whatever happens to stand in between which seems a bit unlikely. I want to say I've had a similar experience with friendly fire. Draw a cone between your colonist and the target they're aiming for. Their hit rate is basically the chances that they'll hit within that cone and penetrate cover. The things between your colonists and their targets tend to be animals with no armour out of cover, which means that if a bullet passes through them they're probably hit. And additionally the thing they hit accidentally is closer, so there's less chance of the bullet managing to go around them if they're in the line of fire. You try hitting a target when something runs in front of you sometime, it's pretty loving hard not to shoot whatever jumped out in front of you.
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# ? Nov 8, 2014 20:01 |
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Well, it turns out deconstructing rooms causes them to collapse, no matter how small they are. I just lost two of my starting colonists. Maybe I can salvage this. edit: A single raider came and shot him up a bunch. Then the walls shorted out and exploded, causing a huge fire that almost reached him. I don't think he'll live. Swedish Horror fucked around with this message at 20:14 on Nov 9, 2014 |
# ? Nov 9, 2014 19:56 |
So how complete is this game? Obviously I don't expect a dwarf fortress level of detail, but how far along has it come? I am waiting to play until a good chunk of it is in.
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# ? Nov 9, 2014 20:00 |
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Diogines posted:So how complete is this game? Obviously I don't expect a dwarf fortress level of detail, but how far along has it come? I am waiting to play until a good chunk of it is in. It's pretty playable, and the next update is looking hella good. I'd wait til the next update comes out and a few mods update and you should be good. e: imo this is the best dorflike so far. lots of stuff we like from df
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# ? Nov 9, 2014 20:09 |
When is the next update?
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# ? Nov 9, 2014 20:11 |
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Swedish Horror posted:Well, it turns out deconstructing rooms causes them to collapse, no matter how small they are. I just lost two of my starting colonists. Create a no roof region before removing the walls next time!
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# ? Nov 9, 2014 20:19 |
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Geokinesis posted:Create a no roof region before removing the walls next time! I forgot that feature even existed. Also, Crink just bled to death. The colony of Jamestown failed.
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# ? Nov 9, 2014 20:25 |
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What are some recommended mods to use with this game? I have Clutter, Enhanced Defense, and Project Armory right now
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# ? Nov 9, 2014 20:39 |
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# ? May 20, 2024 03:07 |
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Diogines posted:When is the next update? not for awhile it seems, he dev posted this a few days ago http://ludeon.com/blog/2014/11/long-development-time-on-alpha-8/ quote:Hi all. This is just a quick update on what’s going on in development. As always, you can follow my day-to-day development progress on my changelog.
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# ? Nov 9, 2014 21:00 |