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Messages - Palad1n

#1
General Discussion / Re: Cooling an underground base
February 24, 2015, 08:31:58 AM
Good question, from my experience it is limited to a total amount of space from the cooler, usually the size of a 5x5 to 6x6.  I haven't yet tried setting up multiple coolers, but my belief on this is similar to how far away you would want support pillars to avoid roof collapse.

#2
Quote from: Daemoneyes on February 22, 2015, 04:45:16 PM
imho not worth to harvest something if you dont need it right now because the debuff you get is way to high for the few silver.
Better sell the poor bugger into slavery if you are after the money.


But what if my colony turned cannibalism? I bet those organs would make a fine stew! 
#3
I would like to see a balance pass on this and clean up these failures to be more in line with something related, such as working on replacing a leg and you end up cutting an artery wide open for major blood loss.

Fixing an eye and you "slip" with your tool / blade and kill the patient.

Cutting off an arm and "oh woops!" forgot that anesthesia... patient went into shock and developed a new trait.

lots of fun things you could do, but it needs to make a little bit of sense. 
#4
General Discussion / Re: Incapacitate, not kill?
February 24, 2015, 08:21:26 AM
 I give them several chances to convert over before I crank up the heat or lower the temp drastically, which hasn't really helped my cause mind you =P 

I have also captured badly injured from the crashing pods and instead of offering medical treatment, I start my organ harvesting protocols usually starting out with a kidney, then a lung, then the liver or heart, depending on my needs. 

What I would like to see is an option to harvest organs off dead pawns within a reasonable time frame, especially if you put them in cryotubes or in a refrigerated environment.

It is a pain when I have a social of 10-11, yet my chances to recruit are around 25% at best and usually much lower, even though they have plenty of space, are getting fed, have light, a nice bed to sleep in, etc.

I would love to have a mod set up a "rule by fear" in which you can execute a pawn in front of the others and let 1 of the others go free to carry a message back to their clan. Yeah, lots of divergent thoughts on how to play a colony, haha!
#5
 I have played around with this game off an on for quite a while now, started over with version 9, playing vanilla with just a few mods that add aesthetics only. So far I have researched 9-10 different projects and not seeing anything new become available.

For example, I already researched the basic turret and mortar, along with the first few things for building the space ship, + thermal power plant, machining, etc.  List is getting small fast, so wasn't sure if vanilla is just really lacking tech tree or did I do something wrong to make it not expand or show more features?

Love the game, but am bored to tears with out using any of the great mods I have used before. Went looking through files, but unable to locate any tech tree files to see what's going on.
#6
Mods / Re: (Idea) Late Game Reactors and Weapons
August 18, 2014, 01:06:22 PM
I would add in other rare to get components to make something like that for late game, such as specialized AI chips to control the system, add in silver + metal requirements, perhaps even a required "build up" of energy stage to power it up, similar to how the Jaxis Shields work but make it a pretty lengthy timer once all the power resources are in place.

Just some thoughts!
#7
Mods / Re: [Request] Digging too greedily and Deeply
August 18, 2014, 01:02:19 PM
 I like this idea with the chance of encountering a slumbering entity of some kind. First thoughts that come to mind are arachnids (think Planet P) or maybe a smaller variant that can "infect" your colonist with an egg.

If left untreated (presuming you have the right medical skill lvl + equipment to remove it safely) it would hatch after so many game days (think Aliens movie) or other possible outcome, takes over the body and mind of that colonist who becomes violent and attempts to hurt other colonists or even attempts to sabotage equipment. 
#8
Mods / Abundant power and Power Surges
August 18, 2014, 12:52:32 PM
 I have noticed that when I have a lot of extra power being generated, I tend to get "overloads" in conduits and batteries at times, among other issues.

I would love to see a mod that adds in some form of power management, transformers, or other forms of energy storage and / or voltage regulators that would you could research to prevent or minimize these overloads from taking place.