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Messages - InventorRaccoon

#1
Yeah, turrets do indeed benefit from cover, so you want to surround them in sandbags to improve their survivability.
#3
Luciferium heals scars over time, although that obviously comes with drawbacks. The only consequence-free way to remove scars is to use healer mech serum or resurrector mech serum from quests.
#4
I feel like the time you're saving by not cooking at all might be offset by the time wasted by food poisoning and mental breaks.
#5
Quote from: 5thHorseman on August 24, 2018, 05:15:53 PM
Quote from: Aszh on August 23, 2018, 09:39:48 PM
I thought Tynan mentioned once upon a time that this issue was supposed to be fixed in this update.  It doesn't seem to have made it in, though.  It's also one of my most desired fixes.
My best doctor does seem to tend to the wounded more aggressively.

In return, he's constantly starving and feeling deprived of rest and recreation. :/
I have the opposite problem, where doctors with priority 1 will play hoopstone and eat rice while a colonist bleeds to death in the infirmary.
#6
Seems to be a bug where mechanoids cannot be disassembled at machining tables. No pawns will ever go and disassemble even with corpses available and it's impossible to force them to as the menu to do so doesn't appear.
#7
Suggestion for a more specific mechanoid upgrade: add a shield belt to Scythers.
#8
I think the annoyance of having to wait for a constructor to slowly cut down a tree is far less than the annoyance of having to wait for a grower to come over to where the construction is happening and cut it down themselves. What if the grower isn't even that much better? You're wasting so much time walking over to the construction spot just to cut down trees that the constructor can do themselves.
#9
Yeah, some of these new textures are really weird. Meat is probably the worst - looks like something made for an entirely different art style.
#10
A suggestion: AI implanted mechanoids should not randomly wander while drafted, so that you can keep them in one position.
#11
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 03:35:58 PM
Here's something very simple: Bionic shoulders.
#12
Quote from: Angie on September 17, 2014, 03:13:07 PM
I say strap on a saddle, christen her with the name Taun-Taun, and use her as a transportation device, exploring the land and feeding it slag and scrap metal to keep the inner-ragebeast at bay.
Gee, wouldn't it be fun to have a giant 6 foot evil death machine, armed with a rapid-fire laser cannon and laughs in the face of explosives as a pet?
#13
Ideas / Re: Open or Close Metal Doors without colonists.
September 19, 2014, 06:23:19 PM
Quote from: Cr0ss0vr on September 17, 2014, 06:29:27 PM
"prop door open" for manual doors, and "Keep open" mode for powered doors
That could be another advantage for powered doors, you'd need a colonist to walk over and prop the door but you can easily remotely open a powered door.
#14
Ideas / Re: auto-approach ranged attack
September 17, 2014, 08:34:34 AM
Quote from: BetaSpectre on September 16, 2014, 04:17:35 PM
This thread brings up a good point, but keep in mind

That Following a target can lead to some dumb things like friendly fire.

We should be able to make this optional or as a personality TBH.
He's suggesting something like the current Hunt order, but for humans and mechs and stuff that aren't animals. Like, you'd select something and someone who is a hunter will go over and try and kill it.
#15
General Discussion / Re: How to survive
September 17, 2014, 08:29:16 AM
Quote from: Spectre on September 17, 2014, 07:51:54 AM
Is it true that depending on your colony's 'worth' it influences on numbers/strength of invasions? Or is it a simple 'harder over time' thing?

In my own experiences it really does seem that the storyteller is actually trying to give me a story (though I will admit other times it just seems random even on Cassandra). One time I was attacked by nothing but tribals, which made me smile as I imagined crash landing on a barely developed world.

Also, Dr. Z why do you limit yourself to that recruitment plan? On my Tribal world I'd still recruit the odd one even after I had a fully functional colony just because it never hurts to have another one wandering around doing dumb labour.

I also agree that kill boxes can get a little tedious, especially because they're eventually mandatory to stand a chance.
The AI Storyteller also scales attacks with how much your colony is worth. A lot of resources, buildings, turrets and people means that you get larger attacks, and I think it also influences how long it takes before you start fighting mechanoids.