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^^^^ that's pretty cool. looking forward to more hidden gems like that added.
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# ? Jun 17, 2017 18:21 |
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# ? May 22, 2024 09:27 |
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Woah, is that quest in vanilla or is that from that Recon mod?
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# ? Jun 17, 2017 18:48 |
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Manual hauling assignments are an ok stop gap, but it's less than ideal. They'll only take one pile before switching jobs again. It'd be nice if the pawns prioritized perishables, but I think it becomes an O(n) search problem (with N being every tile on the map worst case) vs the current proximity search that can exit as soon as it gets a target through it's quickish localized search grid. I think the solution is a "haul everything in this zone asap" designation. I think tynan is trying to avoid short-term "order zones" in general though.
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# ? Jun 17, 2017 18:54 |
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ILL Machina posted:Manual hauling assignments are an ok stop gap, but it's less than ideal. They'll only take one pile before switching jobs again. It'd be nice if the pawns prioritized perishables, but I think it becomes an O(n) search problem (with N being every tile on the map worst case) vs the current proximity search that can exit as soon as it gets a target through it's quickish localized search grid. I think the solution is a "haul everything in this zone asap" designation. I think tynan is trying to avoid short-term "order zones" in general though. It doesn't have to be an O(n) search problem. When a perishable item is first generated (e.g. you slaughter an animal, or some food arrives via drop pods), you can add it to an "unstored perishables" list along with its coordinates. Pawns can reference that regularly and know if there is a perishable they need to haul, and quickly calculate the distance to it based on their coordinates and those of the items in the list. This would be a lot faster than constantly scanning the entire map for perishables.
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# ? Jun 17, 2017 20:13 |
ZearothK posted:Woah, is that quest in vanilla or is that from that Recon mod? It is the recon mod. There is also an abandoned colony quest, but not sure how to get that started. Largely I have been going to peace talks with the natives, ship crashes, and now this abandoned lab.
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# ? Jun 17, 2017 21:25 |
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enraged_camel posted:It doesn't have to be an O(n) search problem. When a perishable item is first generated (e.g. you slaughter an animal, or some food arrives via drop pods), you can add it to an "unstored perishables" list along with its coordinates. Pawns can reference that regularly and know if there is a perishable they need to haul, and quickly calculate the distance to it based on their coordinates and those of the items in the list. This would be a lot faster than constantly scanning the entire map for perishables. Instead of making it about finding perishables I guess it would just be a priority sort for the needs-hauling list. Still, it's a real time comparison of valid hauling options (deterioration rate, current hp, prox) vs get-closest. If you simply do is-deteriorating+prox over prox, you'd force the pawns to clear the food (+wood/old clothes?) list before carrying anything else and that might be worse. The "haul these first" zone or priority setting seems simplest and most player-driven and would certainly be less hauling micro than currently needed. I get that it would be great if the pawns knew better, but AI is hard. ILL Machina fucked around with this message at 21:44 on Jun 17, 2017 |
# ? Jun 17, 2017 21:31 |
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Dunno if this is quite how you want it to work but there's a mod that does something like this: http://steamcommunity.com/sharedfiles/filedetails/?id=933645080 quote:Adds new WorkGivers for hauling, which prioritise hauling perishables or food over non-perishables. Items will be considered perishable if they would rot in less than a year or deteriorate to zero hitpoints in ten days or less.
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# ? Jun 17, 2017 22:26 |
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Theres work tabs which the workshop link doesnt really explain, so you have to watch this horrible video. It does a bunch of stuff thats basically just better ui. It also lets you prioritize each individual task even delivering recources to a construction job. But its basically stock ai i think just more control. Im going to try it on my next playthrough, im not sure yet if this will make an even bigger mess of things or not the way i play. The part of the menu im talking about starts around 5 mins in. https://m.youtube.com/watch?v=3hO8CtsYH2o
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# ? Jun 18, 2017 00:11 |
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E: duplicate
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# ? Jun 18, 2017 00:12 |
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Hahah, I love it when stupid tribals attack my caravan despite being hilariously outgunned. "Hmm why yes, I'm sure my steel spear will do great against this guy's legendary power armor!"
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# ? Jun 18, 2017 00:53 |
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How do you guys manage clothing? It's the thing I micromanage the most, after hauling. Specifically, power armors and parkas both have movement speed and global work speed penalties, which I hate. So whenever I notice a pawn wearing them while working indoors, I order him to take them off. Then, when he isgoing outside, or heading out to the battlements to defend against a raid, I make him put them back on. I built this little armory specifically for power armors: Manually managing this becomes pretty tedious as the colony grows, though. I looked for a mod that makes pawns automatically adjust their clothing/armor based on environment temperature and whether there are enemies on the map. Couldn't find anything.
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# ? Jun 18, 2017 02:44 |
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Assign -> outfits
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# ? Jun 18, 2017 02:47 |
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Flesh Forge posted:Assign -> outfits Yes, I looked at that. Seems very basic though. Is there a way to configure conditions for each outfit? For example, "if cold, search for a nearby available parka and wear it, otherwise don't."
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# ? Jun 18, 2017 02:51 |
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I vaguely remember hearing about a mod for this back in like A10 days but not since then There's probably a scenario stat parameter to gently caress around with that if you'd rather just make it simple.
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# ? Jun 18, 2017 03:00 |
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yeah all you have is the various outfit setups. what you actually want is devilstrand gear for protection from day to day, and power armor should only be used in active combat situations. or just eat the work speed penalty and go with it because you're rich enough to stamp out loving power armor and a 10% work speed penalty really shouldn't bother you that much at this stage.
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# ? Jun 18, 2017 03:04 |
Coolguye posted:yeah all you have is the various outfit setups. what you actually want is devilstrand gear for protection from day to day, and power armor should only be used in active combat situations. I never notice the work speed penalties, I always twinge at the armor slowly degrading while wearing it day to day though.
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# ? Jun 18, 2017 21:21 |
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I'm pretty sure item degradation speed from use (separate from exposure) is settable in scenario options, if it really bugs you.
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# ? Jun 18, 2017 21:31 |
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Zone or occasion based outfits is mostly just a glaring omission because of the presence of downsides to certain outfits. It just feels bad to say "yeah whatever, live with power armor 24/7" or explain how you foolproofed your arctic base so nobody ever goes outside instead of worked around parkas. Given the average gently caress it advice there's little reason anything other than devilstrand shirts, pants, and dusters exist.
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# ? Jun 18, 2017 21:41 |
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sure there is a lot of reason for these things to exist, it's called the first 4-6 years of your colony's existence.
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# ? Jun 18, 2017 21:50 |
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None of those are as stylish as tentacled cultist vestments and a cthulhu ritual mask
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# ? Jun 18, 2017 22:21 |
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Man, I'm never playing on arctic maps again. The cold itself isn't a huge issue. Hydroponic farms though... they get annoying real fast. Malfunction? Better have a spare component, otherwise you lose those crops on that farm. Solar flare? Too loving bad, you lose ALL your crops. Accidentally poke a hole in your outer wall? Lose ALL your crops to freezing arctic weather INSTANTLY, as the room's temperature changes from 21 C to -30 C in less than one second (I hate lazy programmers). Heck, the things don't even protect against the plague event, which, again, kills more than half your crops. Oh yeah, let's not forget the absolutely ridiculous energy usage of sun lamps, which requires you to build a poo poo ton of energy generators, which also randomly break down. Overall, huge headache. Which is a shame because the arctic climate is otherwise fun to play on, with each season offering different challenges, flora/fauna, etc.
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# ? Jun 19, 2017 00:17 |
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SetPhazers2Funk posted:What's the current version and name of the cult mod(s)? I tried using the most obvious candidate but got a lot of errors as if it wasn't updated for 17. You probably got the right one, but didn't download the mod it depends on. They're called 'Call of Cthulhu - Cults' and 'JecsTools'.
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# ? Jun 19, 2017 00:26 |
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Do people really just have their colonists chill in armor 24/7 instead of putting it in an armory?
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# ? Jun 19, 2017 03:34 |
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enraged_camel posted:Man, I'm never playing on arctic maps again. You can grow stuff in gravel, and there's usually a lot of gravel tiles in ice sheet biomes. Aside from this there's gobs of mods that make it more interesting without actually making it easy. Medieval Times is pretty great overall (wooden planter boxes, coal mining, coal-powered heating and lighting, including a coal-powered sunlamp alternative). There's also a Skylight mod that isn't especially game breaking (5 steel per tile to allow daylight through constructed roof).
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# ? Jun 19, 2017 04:22 |
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Sokani posted:You probably got the right one, but didn't download the mod it depends on. They're called 'Call of Cthulhu - Cults' and 'JecsTools'. The Elder Things playable race mod isn't updated but as far as I know everything else cult-related is.
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# ? Jun 19, 2017 04:23 |
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Donkringel posted:1) Holo emitters. Either load a pawn via floppy disk, or scan a dead pawn. That pawn is now alive again but confined to a specific area. If they go to far they are transported back into the emitters field. I have a 20 med 20 art skill doctor I keep in the infirmary crafting drugs, medicine and art.
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# ? Jun 19, 2017 05:11 |
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Volmarias posted:Do people really just have their colonists chill in armor 24/7 instead of putting it in an armory? Yes because gently caress arming 12 colonists every raid
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# ? Jun 19, 2017 07:27 |
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The other issue with wearing power armor all the time is the constant wear-and-tear that reduces its durability, and hence effectiveness. I'm actually about to try an item repair mod that lets you use repair kits to repair items because the whole thing is just triggering me.
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# ? Jun 19, 2017 07:37 |
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enraged_camel posted:... Fluffy Breakdowns prevents the problems with machines breaking down randomly, and even comes with a cost so its not unbalanced. Now you can complain about your builder maintaining one machine, going across half the map to build a wall, then traveling back to base to maintain another machine! Progress!
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# ? Jun 19, 2017 08:14 |
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Skanky Burns posted:Fluffy Breakdowns prevents the problems with machines breaking down randomly, and even comes with a cost so its not unbalanced. Yeah, I looked at that mod, but decided against it for the reason you mentioned. In an ideal mod, equipment would also have a quality modifier, which would (in addition to equipment efficiency) affect breakdown rate. A superior quality wind turbine constructed by your 'godlike' construction guy should generate more power, for example, and break down a lot less often than a shoddy one. Taking a step back though, basically there is a lot of "busy work" in the game that is a) unproductive b) unpreventable Cleaning is a great example. I've actually been using the doormat mod, and read somewhere that Tynan looked at it too, but he decided against implementing it to the core game because "it makes the cleaning job too easy." That is a very worrying mindset, if true. Maybe it's because I'm used to playing simulations that are all about optimization and efficiency (e.g. Factorio), and manual tasks for responding to non-preventable events just rub me the wrong way. I want to be able to automate everything (including when, where and during which activities pawns wear certain types of clothes) and watch the simulation run itself, taking over manual control during more major events like raider attacks or toxic fallouts.
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# ? Jun 19, 2017 15:04 |
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Skanky Burns posted:Fluffy Breakdowns prevents the problems with machines breaking down randomly, and even comes with a cost so its not unbalanced. Pro tip: if you set everyone to carry materials to blueprints using Fluffy's Work Tab, building becomes much faster.
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# ? Jun 19, 2017 15:20 |
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Cup Runneth Over posted:Pro tip: if you set everyone to carry materials to blueprints using Fluffy's Work Tab, building becomes much faster. With work tab you can also set some worthless 0 skill constructor to have"maintain equipment" as his #1 (and only construction) priority and solve the issues with fluffy breakdowns too
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# ? Jun 19, 2017 16:00 |
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enraged_camel posted:Cleaning is a great example. I've actually been using the doormat mod, and read somewhere that Tynan looked at it too, but he decided against implementing it to the core game because "it makes the cleaning job too easy." Surprise, many of Tynan's ideas about what makes a good game are actually really terrible. On the plus side he's exposed pretty much everything to be overridden by mods
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# ? Jun 19, 2017 21:25 |
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Flesh Forge posted:Surprise, many of Tynan's ideas about what makes a good game are actually really terrible. On the plus side he's exposed pretty much everything to be overridden by mods Yeah, I understand. It's something I appreciate about the game.
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# ? Jun 19, 2017 21:36 |
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The current cleaning job basically requires one janitor for a colony of like ~10 people which is really not that onerous
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# ? Jun 19, 2017 21:36 |
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The cleaning area mod makes it a lot nicer too, so your people stop trying to clean the corn
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# ? Jun 19, 2017 21:41 |
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Azhais posted:The cleaning area mod makes it a lot nicer too, so your people stop trying to clean the corn Decide to plant some trees on the far side of the map? Your janitor will immediately run over and start getting the pebbles off the rocks.
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# ? Jun 19, 2017 21:59 |
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I just make my drug addicts clean since i have to restrict them to special zones anyway. Also people near mental break i make clean the rooms since being near nice stuff makes then happy again.
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# ? Jun 19, 2017 22:12 |
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Azhais posted:The cleaning area mod makes it a lot nicer too, so your people stop trying to clean the corn Yep it's basically mandatory, so you don't have assholes going to polish the sand around the sealed geothermal plant 300 tiles away from your base.
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# ? Jun 19, 2017 22:19 |
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# ? May 22, 2024 09:27 |
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I just wish that in addition to the default "allowed areas" there was also "restricted areas" you could define, and could define them for each individual pawn and animal. For example I want my animals to be able to hang out freely anywhere on the map, except for the kitchen/fridge. There has to be a mod that does this. I just haven't had a chance to look.
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# ? Jun 19, 2017 22:49 |