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Messages - Konscience

#16
Ideas / Re: Your Cheapest Ideas
December 11, 2016, 10:45:51 AM
Quote from: Alenerel on December 11, 2016, 07:10:03 AM
Most of the mods are made for the coolness, not for the balance. Of course that enabling devilstrand on hydro would make it grow faster... Idk if you know but hydroponics has 230% fertility factor...
[...]
I dont think that not being able to grow devilstrand in hydro is not an accident, it was intentionally done.
I know it very well but no information was disclosed about this.
And my point (and I think Thundercraft understood it) wasn't much for the time Devilstrand take to grow, but for the ability to make it grow.
At first I though it wasn't possible in harsh biomes due to the low fertility of gravel, making the Devilstrand taking forever to grow.
But I tested it just to be sure...
You can't even sow Devilstrand on gravel...

So, you really can't grow Devilstrand on Icesheet/Desert biomes, as there is only (a few) gravel as cultivable soil...
I mean it's the main purpose of hydroponics, being able to sow no matter the land.

[Edit] My bad I forgot to research Devilstrand first... I'll make the test later as I have deadlines comming soon for my degree ^^"
And Devilstrand can't grow insanely fast in hydroponic as it only have x0.4 factor in fertility factor.


The thing I would like to know from Tynan is, do he really wanted to prevent Devilstrand cultures in such biomes by removing the ability to grow in hydroponics?
#17
Hahahaha sound like those tribes in Africa who slaughter their owns because they were born albinos...
Still it's quite sad (or maybe controversial for the more sensitives).
#18
You are going off-topic...
OP by Otakugirl was about the fact raids still happened in non-survivable condition.
Which is a bug, raids by humans are to not occur in life threatening conditions such as too low temperatures.
#19
Ideas / Re: Tree Removal Area and Tree Harvest Area
December 08, 2016, 05:50:46 AM
@cmitc1 He want to let the grass grow,
If you select plant cut, it will cut anything
If you select chop wood, it will not cut the tree that are below X% growth...
#20
Ideas / Re: Turrets new type
December 08, 2016, 05:43:47 AM
With the risk of the manned gun being used by the enemy if the worst happen, hell that's a good idea :P seem "fun"
#21
Oh, thanks for the information!
And also many thanks for the bug report on mantis :)
#22
Ideas / Re: Your Cheapest Ideas
December 07, 2016, 07:17:23 AM
Quote from: toric on December 04, 2015, 11:19:38 PM
solar flares do not effect electronics under mountain roofs.
This. I do believe there is already a trigger reacting to "Under thick roof" zones (Infestations?)

On a side note, why can't we no longer plant Devilstrand in hydroponics?
While it is immune to blight, we can't no longer grow Devilstrand in arid or mountain biomes, due to the lack of >70% fertility ground (Devilstrand die before maturity in this case). Hydroponic was the only viable way to grow it : /
#23
Quote from: Rock5 on December 07, 2016, 12:18:47 AM
It would have been more realistic and nearly the same if the wiring just occasionally broke.
Yes it clearly would be sufficient, no need to be punnitive (that's really what I feel when building battery, "warning battery are just too much OP so they come with this punitive flaw"

Quote from: Zhentar on December 07, 2016, 12:45:42 AM
I think this is worthy of writing up, since aside from the unrealisticness, it can be exploited by players to significantly reduce the hazard of short circuit events.
Never thought of that, you mean building a battery with like 10% charge in a big field of cable connected into nothing?
But that's another reason, we shouldn't try to trick the game in order to evade the problem :/ this feel just wrong...

BTW can anyone submit in mantis? How does it work? Never used a bug tracker before.
#24
Quote from: Rock5 on December 06, 2016, 03:40:14 PM
A quick fix, obviously, is to put the switch next to the battery.
Or to set the event frequency to 0
But that's not the issue, as I stated, it should not happen in the first place when the battery power grid is IDLE
#25
Ideas / Re: Slavery (and "freed slave" buff)
December 06, 2016, 05:44:12 AM
That would be a great idea, I'm into this!

But
Quote from: Guluere on November 29, 2016, 12:03:11 AM
And psychopath colonist will get a buff
That's just not how it work.
The psychopath trait in this game refer to the inability to feel emotions, so they shouldn't have neither buff nor debuff.
I assume you where thinking of sadist, (which could be a thing since there is masochist and bloodlust but not sadist)
#26
Ideas / Re: The topic Scars. Everyone hates them.
December 06, 2016, 05:25:36 AM
Scars appear when the wound is not treated correctly or healed fast enough.
While I only got a couple scar on my colonist because I always make sure I have a good Doctor and supplies of herbal medicines, some injuries instantly scar (all damage on the eyes, the brain, sometimes the heart, always leave scar and never heal).

Which I think it's realist in a sense, but I would welcome the add of more vanilla prosthetics/augmented bodypart to help against those scars.
While the pain can be suppressed by painstoper, the damage is still here.
#27
I fully agree on this,
So much that I modded it myself a week or two ago, setting the social fight chances to 0.
I also reduced the impact of people "slighting" and "insulting" themselves...

If someone don't have the time/skill to mod it, I don't mind uploading it in the forum.

For thoses interested the lines to edit are
In \Defs\InteractionDefs\Interactions_Social.xml
set the value in those lines:
<socialFightBaseChance>0.005</socialFightBaseChance>     (In the Slight interaction)
<socialFightBaseChance>0.04</socialFightBaseChance>       (In the Insult interaction)
to 0 (or whatever value between 0 and 1, for 0 is "never" and 1 is "always")

In fine, I think social fighting should be re-adjusted.
Maybe happening only on "break risk" pawn, and being less fatal...
Because it's really disturbing and feeling unnatural when it happen on a daily basis!

(Oh almost forgot to mention that colonist attacking almost on sight another pawn that have the "staggeringly ugly" trait, feel just as bad. No joke.)
#28
Bugs / Short circuit event on non-active electric grid
December 05, 2016, 10:21:48 AM
On [Alpha15.1284], no mod used.
Hi, firstly, I'm sure most of you will find this "working as intended".
But, I'll let the moderator/Tynan judge by themselves before moving this to suggestion for the time being.

Since I don't want my colonist sunburned because power cable run near them, I often disconnect my batteries,
Thus leaving multiples sub-grids of:
One full battery - A single power cable - A power switch turned off (which is in this case not connected)
It happened that this sole power cable exploded in the [Zzzzt!] event...

So (now) I know the event seek for a power cable connected to a battery,
But this battery wasn't in use, no power consumming device attached. Just a single cable. Nothing else.

As I worked as an electrician, (assuming standard security procedures are applied in construction/use) this accident make no sense.
The only real life exemple that look similar to me is those cellphones battery exploding due to bad conception...

TL;DR: There is no reason for an unused power cable to explode, non-solicited power grid should be safe.

Pictures related

(06/12/2016) Edit: Typo and clarifications

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