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Topics - Marduk

#1
So, with the beer brewing mechanics, temperature system, cryopods and so on, there is a lot of stuff that seems quite possible, and could make doing a lot of things more interesting than just boring workbenches.

Already implemented (though maybye not obvious to everyone) example of the thing i'm talking about: Cremation. You can do it the slow and boring way of hauling stuff to a crematorium or bonfire, or you can build a stone building\room, set up a stockpile with the stuff you want to burn in it, and then, once filled, set it on fire with a molotov or incendiary launcher.

These ideas would work nicely for lategame content.

1. Metal refining. How about some sort of mass steel ore or slag refining method that would use some properly modified version of the beer brewing mechanic? Set up a smelter out of non flammable materials, prepare the stuff you want molten, maintain properly high temperature for some time, voila, you get steel, in case of a big smelter, lots of it.
2. Chemical plants. Same as above, depending on the resource produced, with varying requirements for temperature, time, and so on. Not much to use that idea for in vanilla except drugs, but it's still a fun idea for some mods.
Nice opportunities for additional events, a chemical batch "spoiled" by wrong temperature or such would not go quietly, like spoiled beer does, how about fire and explosions...

3. Medical vat. A classic sci fi "healing vat" trope style structure similar to a cryopod, but doing different things to its occupant. Probably very expensive glitterworld tech that needs to be bought off an exotic goods trader.
Once installed, it has to be plugged into 2 hoppers or similar thingies to supply its materials.
Optionally for third one to act as sedatives (long, uninterrupted stays in a vat without being sedated would be bad for the colonist's mood, with the comfort and joy deprivation).
One for nutrient paste (or something based off it) to keep the colonist inside from starving, and another for medical substances that also decide what is the vat going to do:
a) Regeneratives: A colonist in a vat filled with this one regenerates injuries much faster than normal (also an option for people used to older, faster regeneration rates).
Cheap version of this would have chances of causing carcinomas and accelerating their growth.
b) Curatives: Not as potent as regeneratives, but capable of regenerating some long term injuries, possibly with varying potency\tech level\quality\price deciding speed and how nasty injuries could or could not be regenerated.
c) Anti aging drugs: Slowly reduces the colonist's biological age until peak (early 20's) shape, reducing\eliminating age related diseases, or just preventing them from happening in the first place
d) Chemical\radiation cleansing: Self explanatory, if the game\mod is to have much content involving these.
e) Nanite therapy: Very rare and expensive, combines effects of some of the above
f) Advanced disease\infection treatment thingy: Nuff said.
g) With sedation and nutrition but no drugs, works as an alternative for cryopods for storing prisoners or such, and also allows a colonist to go through even the nastiest drug addiction without causing trouble.

4. Walk-in place for drying\smoking food anyone?

5. Auto-surgery pod: A special bed that can tend and perform operations at a really nice  medicine level, needs power and eats through medicine though.
6. Medical bed addons (like in multianalyser or vitals monitor) that do things to the patient in it.
Artificial lung\kidney\heart machines and so on?
Intravenous food, painkillers and sedatives?
Blood transfusion for saving the severely wounded during operations?


7. Macro scale nuclear reactors. The late game power generation many want, but done different... Instead of just a boring very expensive building or facility like mods tend to do, how about something different? A set of mechanics, furniture pieces and components that have to be built in certain ways, and depending on their geometry, connections and so on generate some power, in addition to radiation, waste heat that needs to be handled and so on.
Larger reactor core (made out of uranium) means more power but also more heat, different geometries of core blocks would give different performance, radiation would also be created by the core blocks and amount\thickness of walls around the core would decide how much of it escapes (a cheapass or damaged reactor build could irradiate people near the reactor), cooling would be needed for certain parts of the reactor (or else fire and explosions), generators would use the generated heat to make power (some of it could also be siphoned off for other uses, like the abovementioned smelter, or heating a large complex in winter) and so on. Core blocks would decay with use, and the reactor would lose power slowly as they do, requiring it to be turned off, cooled, and work to be done inside.
#2
Ideas / Medical system upgrade ideas
January 21, 2015, 03:25:19 PM
Some ideas for upgrades to the medical system, it has lots of unused potential:
-Ability to anaesthetise rampaging\about to break colonists and prisoners.
-Special medication that temporarily turns off traits like depressive, neurotic, psychically hypersensitive etc.
-Death system change: No more instadeaths from shock and so on. 0 hp brain only reason for instadeath. Excessive blood loss, loss of heart function, neck, or ability to breathe gives a fast acting damage over time "brain hypoxia" condition  that incapacitates a creature, and then point by point drops brain hp to 0, eventually causing death.
-Shock, taking damage to heart, and perhaps some other things could cause a cardiac arrest condition, which in turn soon causes brain hypoxia. (Fixable by first aid test from someone else? Bonuses from medical bed and similar stuff? Better hurry...)
-New furniture, Intensive care (life support, or whatever) medical bed - an even better medical bed researched after the normal one. Needs power to work properly.
-A human in a life support bed could get some special medical operations and benefits:
Being in a powered life support bed prevents the human from getting brain hypoxia from insufficient breathing or lack of heart function.
A human who loses brain in a working life support bed and stays there can still have other organs harvested.
Some extra operations:
Blood transfusion - (add harvestable blood item?) would quickly cancel a certain amount of blood loss and the secondary effects of it.
Dialysis - would stop the poison effect from insufficient kidney function for a time.
Neurosurgery - very hard medical operation. Can heal brain damage by a point or few. Gets harder the more damaged the brain is.  If failed by sufficient margin, causes extra brain damage.
Heart, eyes and some other organs could get equivalent surgeries of varying difficulty and consequences.

In general, botched surgeries and first aid could also cause extra blood loss, temporary or chronic pains, damage to body parts or organs, etc.
The proposed system also makes an option of surgery without anesthesia viable. It would allow you to save on medicine, but there would be plenty of consequences to your stinginess - the patient would take a morale hit, take a lot of pain, possibly passing out from it, and in worst case scenarion, get a heart attack from it.

Cybernetic implants could also get some minmaxed models. Say, arms and legs that are very tough, but have lower speed\manipulation than even natural ones. On the other side, very flimsy speed legs and fast manipulation hands.

Some non organ replacement implants could also be nice. For example, a secondary heart and pain reducing implant for that designated supersoldier...