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enraged_camel posted:I would kill for a piece of tech and/or some mechanism that reduces caravan travel time, especially during the winter. Some kind of vehicle should be added to the later end of research. It could use chemfuel, require a roof or garage when not in use, risk of breakdown after extended use. If you can build a ship to blast off the planet, a carriage should be manageable.
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# ? Jun 2, 2017 05:35 |
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# ? Jun 11, 2024 05:21 |
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There should definitely be a vehicle progression. Start out with your hauling beasties as you have now, then travois and sleds, then drawn wagons, then powered stuff.
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# ? Jun 2, 2017 05:37 |
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enraged_camel posted:I would kill for a piece of tech and/or some mechanism that reduces caravan travel time, especially during the winter. Why walk when you can drop pod instantly?
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# ? Jun 2, 2017 06:16 |
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Slung Blade posted:Why walk when you can drop pod instantly? I don't think you can drop pod back. I may be wrong though.
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# ? Jun 2, 2017 08:12 |
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enraged_camel posted:I don't think you can drop pod back. I may be wrong though. Look at this guy that doesn't drop pod in enough materials to drop pod back lmao Edit: Just thought of something interesting. Are raids tied to seasons in any way? like summer raids would be the most common because the weather is the best and you have the most food, but if you get raided in winter, the raiders would be more desperate and probably not flee after a few of them die. Maybe they'd be in worse shape too, with less gear and more ragged stuff. A Moose fucked around with this message at 16:14 on Jun 2, 2017 |
# ? Jun 2, 2017 16:10 |
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To that end I've never drop podded myself and I'm quivering about how the details works. Like Pod 101. Is it as easy as point and move?
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# ? Jun 2, 2017 16:16 |
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A Moose posted:Edit: Just thought of something interesting. Are raids tied to seasons in any way?
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# ? Jun 2, 2017 16:42 |
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GodspeedSphere posted:To that end I've never drop podded myself and I'm quivering about how the details works. Like Pod 101. Is it as easy as point and move? It's not complicated. Just save your game and drop pod a guy onto a tile one space away if you want to see how it works.
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# ? Jun 2, 2017 16:52 |
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GodspeedSphere posted:To that end I've never drop podded myself and I'm quivering about how the details works. Like Pod 101. Is it as easy as point and move? Build a pod launcher (misc menu) and load it with some chemfuel. Once that's done, build a pod (misc menu) in its launch spot. Then select the pod and load an unlucky fellow, and pick what items they want. They will take a few minutes hauling the items to the pod. Once done, they will get in the pod and you will get a message saying launch is ready. Select the pod, click the launch icon, which will take you to the world screen. Then select the tile you want it to land. Keep in mind your range is limited.
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# ? Jun 2, 2017 17:01 |
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No but if the outside temperature isn't survivable, raids won't come. So if you have an extremely cold outside temperature for example and even parkas won't protect against it, you won't generally get raided by humans.
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# ? Jun 2, 2017 17:06 |
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you'll get raided by mechanoids instead
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# ? Jun 2, 2017 17:07 |
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enraged_camel posted:I don't think you can drop pod back. I may be wrong though. No, but there was an A16 mod that would let you "land" your drop pod in a launcher if there was one in the destination
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# ? Jun 2, 2017 17:09 |
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Coolguye posted:you'll get raided by mechanoids instead Yep.
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# ? Jun 2, 2017 17:12 |
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edit: nvm this'll start poo poo
Swedish Horror fucked around with this message at 17:45 on Jun 2, 2017 |
# ? Jun 2, 2017 17:24 |
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Swedish Horror posted:edit: nvm this'll start poo poo Jesus christ
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# ? Jun 2, 2017 17:55 |
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Is there any way to see a record of previous notifications in the game? like I got a caravan request for 2 LMGs from someone but I can't remember who
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# ? Jun 2, 2017 18:44 |
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Is the unstable branch in steam A17?
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# ? Jun 2, 2017 18:51 |
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A17 was officially released a while ago, it should be the main branch.
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# ? Jun 2, 2017 18:55 |
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A Moose posted:Is there any way to see a record of previous notifications in the game? like I got a caravan request for 2 LMGs from someone but I can't remember who i think the overworld map will have flags denoting active offers?
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# ? Jun 2, 2017 20:21 |
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Man, I got super lucky with a drop pod, which gave me an industrious + steadfast space miner. The dude is a beast. Also has the abrasive trait, but he spends all of his waking hours inside mining tunnels digging away by himself so he hasn't started a fight with anyone yet!
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# ? Jun 2, 2017 21:45 |
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Despite being visually minimal, this game can sure get gristly when I accidentally shoot someone's jaw or head off. I'm excited to tech-up enough so I can turn my disfigured veterans into super soldiers, deus ex style.
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# ? Jun 2, 2017 22:55 |
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enraged_camel posted:Man, I got super lucky with a drop pod, which gave me an industrious + steadfast space miner. The dude is a beast. Also has the abrasive trait, but he spends all of his waking hours inside mining tunnels digging away by himself so he hasn't started a fight with anyone yet! If he causes a problem just set his schedule so he sleeps from morning to afternoon. Working third shift will mean his contact with others is minimal and it takes most of the sting out of abrasive, annoying voice, and other dumb poo poo that people throw fists over.
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# ? Jun 2, 2017 23:51 |
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I think Green Thumb is probably one of the best traits a pawn can start with. One of my starting colonists had Green Thumb, Industrious, and Fast Walker with good mining, construction, growing and even a little cooking and he does basically everything all the time with a smile. I didn't even use any mods to get this guy, and with minimal re-rolling too. Almost makes up for the pacifist pyro I accidentally rescued from raiders...
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# ? Jun 3, 2017 01:29 |
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I recently had an Ibex Doe join the colony. I have a poo poo load of hay stockpiled so I just put it in the Muffalo area. I checked the Ibex information to see if it could carry items in a caravan and saw that they're good at headbutting. So I trained it and let it follow my best hunter around. A while later, a poison ship landed and I sent this hunter and another guy out with sniper rifles. The ship had a Scyther and three centipedes. The Scyther started running at us, we got off a couple shots and took off at least one arm with the shots. The Ibex went straight for the Scyther and started head butting while my snipers fell back for more shots and we were only able to shoot one more time before the Ibex took the Scyther down. Now I just need a new rear leg for my Ibex.
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# ? Jun 3, 2017 01:42 |
Is it just me or are torn off fingers/thumbs really common? Almost every one of my colonists is missing at least one digit right now.
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# ? Jun 3, 2017 03:46 |
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wilderthanmild posted:Is it just me or are torn off fingers/thumbs really common? Almost every one of my colonists is missing at least one digit right now. They have really low health, so one lucky hit can pop one off. This problem is easily fixable with a decent stock of plasteel and EPOE though
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# ? Jun 3, 2017 03:48 |
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I have a wake-up addicted warden that is constantly on the verge of a break unless I make him smoke a joint. However, every time he smokes a joint he loses consciousness. Am I stuck with this constant cycle of passing out until he recovers from his addiction?
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# ? Jun 3, 2017 15:01 |
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Schwza posted:I have a wake-up addicted warden that is constantly on the verge of a break unless I make him smoke a joint. However, every time he smokes a joint he loses consciousness. Am I stuck with this constant cycle of passing out until he recovers from his addiction? He won't recover if you keep letting him smoke it. You need to keep him away from it and have him go into withdrawal. The problem is it takes forever to cure addictions like that, and they keep wrecking poo poo up until it happens. So it might be better to keep a regular supply and just let him have it.
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# ? Jun 3, 2017 15:56 |
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Smoking weed is fine if he's sweating out wake-up, smokeleaf has a really low addictiveness, so you can probably have him off wake-up long before he gets addicted to smokeleaf. Also yeah he's pretty much useless until it's out of his system
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# ? Jun 3, 2017 16:01 |
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The Psychology mod has a cheap drug, methadone, which is designed to help pawns get off addictions by negating the withdrawal mood hit so they don't go around smashing poo poo up. Unfortunately it's not updated for A17.
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# ? Jun 3, 2017 18:34 |
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Just had a manhunter turkey pack take out a siege before I could even get my snipers out of the base. Thanks Randy!
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# ? Jun 3, 2017 20:05 |
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beerinator posted:Just had a manhunter turkey pack take out a siege before I could even get my snipers out of the base. Thanks Randy! Clearly you should make that day a holiday and call it Thanksgiving.
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# ? Jun 3, 2017 20:55 |
Mortars own now. I managed to cripple several raids and sieges thanks to the new accuracy buff. One thing I'd love is a "clear plants zone". It would be nice to be able to maintain fire breaks and/or clear zones where no cover can grow for raiders.
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# ? Jun 3, 2017 21:15 |
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Floors work for that.
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# ? Jun 3, 2017 21:27 |
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wilderthanmild posted:Mortars own now. I managed to cripple several raids and sieges thanks to the new accuracy buff. I noticed this too. I'm assuming this means it's more accurate for Siegers too?
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# ? Jun 3, 2017 23:07 |
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Flesh Forge posted:Floors work for that. Yeah that's what concrete is for.
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# ? Jun 3, 2017 23:10 |
beerinator posted:I noticed this too. I'm assuming this means it's more accurate for Siegers too? From what I can tell, yes. They doubly improved the Siegers because they also improved their target selection. They now are better about targeting your colonists specifically. They also fire faster, which helps both sides, all these things combined really make sieges much more dangerous imo. Flesh Forge posted:Floors work for that. OwlFancier posted:Yeah that's what concrete is for. For the firebreak it works, but for defenses I'd like to just be able to tell them always cut any plants in this zone. I don't want to give them the slight speed boost form the floored terrain. wilderthanmild fucked around with this message at 23:20 on Jun 3, 2017 |
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# ? Jun 3, 2017 23:17 |
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wilderthanmild posted:From what I can tell, yes. They doubly improved the Siegers because they also improved their target selection. They now are better about targeting your colonists specifically. Someone needs to mod growing zones to have a "grow nothing but keep this area clear" setting
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# ? Jun 3, 2017 23:57 |
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Does anyone know which XML the "Pay X to request a caravan" is in? Because I think Tynan has over compensated a bit on the price increase and I'd love to reduce it a bit.
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# ? Jun 4, 2017 00:51 |
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# ? Jun 11, 2024 05:21 |
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new version borked my save e: nevermind, my save was doomed anyways because everyone got horrible plague. buglord fucked around with this message at 01:43 on Jun 4, 2017 |
# ? Jun 4, 2017 01:18 |