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Messages - Marduk

#1
The nuclear fallout scenario is borked, it seems to work, but makes a UI-less freeze if you try to get to the world map. I don't get that problem with other scenarios.
#2
Quote from: minakurafto on January 19, 2017, 11:09:48 PM
my pawn with synthread (starter cloth) deflect 4 of 5 hit from grizzily bear, is it imbalanced or not? maybe big wildlife need some boost on their claw (armor penetration)? i thought bear should be more scary , or my pawn just lucky
Combination of lucky and the fact that 100% condition "starter cloth" synthread is actually pretty good as far as armor goes.  It's not devilstrand or hyperweave, but it's only slightly below devilstrand, and definitely better than most leather, normal cloth and so on.
#3
Ideas / Re: Your Cheapest Ideas
January 16, 2017, 03:42:34 PM
Quote from: monoelain on January 15, 2017, 06:37:36 PM
It's probably been suggested before, but crops ought to have different temperature tolerances. As it is now, every crop can be grown as long as it's growing season and the soil has a sufficient fertility rating. Mushroom and fungus plants should grow year around and require very little light and low fertility, flowers and smokeleaf should be extremely temperature sensitive and would require a temperature controlled hydroponic room to be grown in some climates, potato should have high temperature tolerance while corn and rice flourish in hotter environs. I think it's unrealistic that if you are in a temperate forest, you can farm every crop. In real life, some of the most valuable commodities on earth are crops that only can only grow under extreme conditions.

I think it's too easy to farm cash crops like psychoid plants too. A single harvest can yield hundreds of doses of flake. Nerfing psychoid plants to require a narrow temperature range (around 35-45) would also give incentive to settle in rainforest and desert biomes.

Not sure if this is already ingame, but fertility ought to decrease slightly around mountains/rocky areas. would nerf mountain bases by making them a bit further away from their food source and force early investment in hydroponics.

also, berry bushes should die in the winter. I've kept my colony going in the winter just harvesting natural berries. I don't know if natural berries have a higher food poisoning chance, but I haven't noticed it.


thanks for listening.
Yeah, crops and leathers are 2 areas that are definitely in alpha stage and are already prepared for significant variation to be implemented, but still aren't, which Tynan is probably planning to do eventually. Some leathers already have non default stats (muffalo, thrumbo, pig for example) but most don't.
Some mods have some more of that done already though.
#4
Ideas / Re: Neolithic Weapons? Neolithic Armor.
January 16, 2017, 03:34:52 PM
Well, you can technically make leather armor already. The leather types could use more variation, but still...
As for chainmail, i guess we could have a "chainmail cloth" (would use steel, some cloth for padding, and be very work intensive to make) textile with appropriate stats as an easy solution for that.
Guess that's an idea for a little mod.

Then you could have chainmail dusters as pretty much a hauberk, chainmail tuques for coifs, shirts\pants for light chainmail, add jacket for heavier, and so on.


A chainmail cowboy hat, parka or button down shirt would be really weird though.
#5
Ideas / Re: Redoing the Hauling System
January 16, 2017, 03:32:42 PM
There is a much simpler and more convenient way to solve all our hauling headaches by just slightly modifying the inventory\loading stuff related to the A16 caravan stuff to massively increase the "hauling output" of all pawns.
Come on, it is unrealistic and annoying that a pawn who can haul quite an amount of stuff in a caravan, or a stack of 75 steel, cannot possibly haul 25 steel and a component, or 20 berries+20 potatos at the same time.

I would imagine something rougly similar to the current "find nearby stacks of identical resource to haul too" AI, and combining it with something like a "micro caravan" AI that upon receiving a hauling job would look for items that are queued for hauling in an area, prioritizing areas with lots of queued hauling jobs and no handler, pick a weight of items from that area that the pawn can carry (the caravan mode already has carry weight handled), preferring items destined for the same or nearby stockpiles, load them, and haul them to the stockpiles to be dropped (caravan AI already has the last part i think).
As a bonus, add option for the hauler to also make use of a caravan animal he is a master of.

Due to the carry weight it won't get abuseable for hauling bricks or other crazy heavy stuff, but will greatly reduce silly "i can't carry tiny quantities of few different kinds of items at the same time" problem that is making hauling and micromanaging its issues and inefficiencies such a headache.
#6
Quote from: schizmo on January 13, 2017, 04:14:55 AM
Most of my layouts are sort of like what you're describing but I'm not sure if I am understanding what you're looking for. Mine are usually a grid-like set up of 13x13 building plots with 5 tile wide roads in between each building for fire breaks (2 paved concrete tiles with 3 slate tiles in the center to act as a sidewalk and road) Those building plots are typically isolated, but if the need arises for a larger space I can join two adjacent plots together to form a 13x31 size plot for things like a dining hall and kitchen and freezer, or a spacious chicken coop, or a large farm.

I used to have entire areas dedicated to solar farms and battery banks, but due to the explosive nature of large battery banks I tend to keep all of my solar panels attached directly to buildings these days, and build them into the layout as needed. This can sometimes lead to mis-shapen buildings that break the grid pattern, so I'm still experimenting with how to best achieve this because I have gotten very comfortable with 13x13 buildings and don't want to adjust all of my room planning.

Here's an example that I threw together with God Mode to simulate roughly what I'm talking about, with some items added to relevant areas like my fridge to give it a lived-in look (despite the complete lack of items in the warehouse) I don't have any real screenshots because I tend to delete all of my save games so I'm always starting fresh. I also didn't bother trying to remove the mud but in a real game that would be something I'd work toward. And the dining hall is backwards, I like to keep the main entrance near the grow zones, but again I threw it together so the careful planning isn't really there. It's more of an example of the basic building types I tend to stick to and the overall look and feel I go for.

http://imgur.com/a/Ci36q

That's an unusually ordered setup that looks like a proper town, mine tend up to look more like a fortified village.

http://imgur.com/a/rKzwQ
Even more bunkers, sandbags and barbed wire in plans...
It did survive a massive wall of flashstorm induced fire from northeast before the wall was up, lost some barns, growing areas and residental buildings, but the streets did act as firebreaks to protect the important stuff.

Different, shorter game:
http://imgur.com/a/KTNT3
No bunkers, sandbags and barbed wire yet, but hey, at least some jerks brought me a free mortar...
#7
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.
#8
Ideas / Re: Your Cheapest Ideas
January 11, 2017, 03:07:16 PM
Here's a really cheap one:
The most obvious thing missing in the drug system...
Painkillers!
Both weak ones, to set on schedule for people with painful scars and illnesses, and strong stuff for the heavily wounded, possibly in variants that differ in addictivness\side effects, crappy painkillers would lower consciousness stat a lot...
#9
Ideas / Re: Caravan forming needs reworking.
January 11, 2017, 02:05:08 PM
Quote from: gchristopher on January 10, 2017, 07:49:53 PM
I just tried forming a caravan, and yeah, it's too crazy to work for now.

First, they station the muffalos in the dead center of the map, far from the colony, then they have to haul every single item (one by one, in many cases) all the way to the muffalos, while all involved slowly starve to death and can't sleep until they've finished several days worth of hauling?!?

So, except for caravans only carrying trivial supplies, forming them is completely unworkable.

That's disappointing! Caravans should be regarded as largely broken and unusable in the current version.
I usually confine the cargo muffalos to a small animal zone right next to my warehouses and draft move the pawns there too before forming the caravan, they usually don't wander off too far during the caravan formation.
#10
Quote from: JaxelT on January 07, 2017, 02:21:12 AM
Raids are a problem. Most of the time they are not fun, and they push players into adopting cheese strats, like funnels and killboxes and turret spam, in order to deal with them without all of their pawns dying. Drop pod raids are really fun, in my experience, mostly because by the time you have them you have a lot of colonists, and because they drop into your base it's more urban warfare than plinking at dudes across a field.

As we all know, Tynan's counter to the cheese is to spam more tribals, in response to which people spam more turrets, etc. People also complain about melee raiders, and raiders' lack of self-preservation in general, and especially about instant death from getting shot in the liver or what have you. I think that this suggestion would solve a lot of that. Allow pawns to carry BOTH a ranged and melee weapon, at the same time, and switch between them whenever necessary. This way, instead of the ranged raiders hanging back while the melee raiders suicidally crash against your defenses, you could have an extended shootout between the two sides, and occasionally the raiders might charge your defenses and then pull back if things go badly for them, not dissimilar to how sieges currently work. And instead of your colonists getting tied up into melee combat with no melee weapons, because melee fighters are garbage in colonies until you have a lot of colonists, they could switch to a melee weapon and fight back.

The dichotomy as it exists now is boring. End it. Allow all pawns to engage in both ranged and melee combat in fights.
Check out the Combat Realism mod then. It has that feature, among many others.
#11
Ideas / Re: Your Cheapest Ideas
January 08, 2017, 02:14:02 PM
Vanilla windows for buildings, aka no power required light during day, nevermind another reason not to build massive  single building bases (the window light would reach only so far inside, and would need to be exposed to unroofed outdoors on one side).
Cheap greenhouses would also be made possible.

More zones to designate, say a hunting zone, where all wild animals would be automatically hunted, and protected zones of 2 types:
Crop protection zone, where all live plant eating animals that enter are automatically hunted and treated as hostile (as if maddened).
Pasture protection zone, where all wild predators, especially if in hunting mode, that enter are automatically hunted and treated as hostile (as if maddened), also giving a warning of one sort or another. The last one is especially important, would have saved me so much livestock over many games.

Ability to force trained carnivore\omnivore animals to prioritize hunting wild animals over eating stockpiled food.

Ability to put on clothes on an incapacitated pawn, sometimes useful for wounded\prisoner mood and heat.
And after that, ability to craft and dress animals in packs, harnesses and so on, especially for caravans.
An ability for pawns to use pack animals they are masters of for mass hauling would also be nice. Even if it has to be done semi-manually, we can already sort of do that through caravan formation.

Also, with the new surgery fail damage area mechanic, it seems to me that it might be quite easy to implement something similar for weapons, a called shot\strike mode, where the attacks would be slower\less accurate, but successful hits would hit a specific body part, or near it.
Say, want to capture someone? Aim for legs. Annoying pirate has a good vest? Aim for head, or legs. Sniper? Aim for arms. You have a really good sniper and lots of enemies? Attempt eyeshots.
#12
Quote from: Adalah217 on January 07, 2017, 09:06:56 PM
Looks really similar to the mod pack I was going to create!

I plan on making CombatRealism patches for Medieval Times and LewisDTC's mods, and then a sort of compatibility patch between Veggie Garden and Medieval Times (they're compatible, but have redundant features). It's possible to also have RimFire and RT's weapon pack, but they have so many new pieces of ammo, it would be unmanageable anyways IMO.
I have a mostly functional Rimfire Combat Realism patch for current CR based upon an old patch with lots of fixing. Still some bugs and few weapons may not work beyond CR normal, but its playable.
#13
Quote from: Adalah217 on January 04, 2017, 05:03:02 AM
The pawn firing was named Eridani. This is 1.6.9.2 CR loaded right after core only with latest release. Just want to confirm if anyone else is getting this before reporting it as a bug. Only happens when running out of ammo for any given weapon.
Yeah, got the same, talked about it, last round in weapon disappears instead of firing if the pawn have has nothing to reload with in inventory.
#14
Besides, no ammo system would make it effectively impossible to balance automatic weapons at all, especially with the non automatic ones.