Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Fallatus

#1
Hey, just posting to say that 'NAME' in the TraitsDefs/Traits.xml needs to be changed to '[PAWN_nameDef]' for the pawns name to show up in the description.
#2
Quote from: neltnerb on September 03, 2017, 04:07:44 AM
artificial skin
Quote from: neltnerb on September 03, 2017, 04:07:44 AM
repair brain damage.

That...
Sounds like a bug.
I mean, i don't have a Major in biology or anything, but i'm pretty sure the brain isn't made out of skin. Artificial or not.
#3
Quote from: Canute on August 25, 2017, 05:14:44 PM
Fallatus,
did you ever read the ingame description of Luciferium ?
It is pretty the same you describe.
I'd disagree on you with that one.
Unlike Luciferium, Neuronites do not improve the body's functioning in any way, They merely restore the brain's function. And even then, only if it happens to become damaged while under the drugs effect.

While certainly closely related, Luciferium is a much more active, and aggressive type of nanite technology, that functions by deeply weaving themselves into the health and functioning of a pawns body.
Neuronites on the other hand focuses singularly on the brain, is entirely passive, and causes no dependencies to the brain itself.
This provokes a lot less strain on the body, pretty much negating any potential for withdrawal in comparison.
In addition, While Luciferium heals any injury over time from the moment it is injected, Neuronites on the other hand needs to be applied before any damages occur to be effective, and can only repair and restore the functions of the brain itself.

As such, giving Neuronites to a pawn with Alzheimer's will not cure them of their Alzheimer's, nor the damage done. Unless they developed it after injection, while the Neuronites are still present in the brain.
Even then it would only repair the damage imparted, and not the condition itself. They would still have Alzheimer's, But the damage would be continuously repaired. Being effectively negated until their supply runs out.
#4
I just came up with a idea. Introducing the newest in line of brain-saving medicine: Neuronites.

Initially, Neuronites seemingly does nothing. They give no perceivable effects, nor improve your colonists performance. So you ask: "What is even the point then?"
Neuronites are a type of glitter-world nanites, that when injected makes their way into the brain and arrange themselves into structures that run parallel to its neurons.
Each individual Neuronite keeps track of the position, and other relevant information about itself, and the other Neuronites. Creating a internal, semi-digital map of the brain's structure.
But the true power of the Neuronites doesn't begin to show itself until the brain is injured.
In an instant, the Neuronites start their diagnostic systems. Advanced nano-processors begin communicating with each other, assessing how much of the brain has become damaged or lost.
Once damage assessment is complete, the Neuronites begin reforming the brain's structure from the latest recorded, neural-layout. Slowly rebuilding the complex, maze-like structures of the brain.
The Neuronites will repair the damage over the course of several days, So long as it wasn't terminal. (The pawn will remain unconscious until they have recovered to about 80%, after which they will wake up.)
During this period, The pawn will occasionally require additional supplements of new Neuronites. They will also suffer from a increased metabolism and appetite. Rebuilding the brain is a lot of work.
If all goes well, your pawn should eventually be back on their feet and none the worse for wear. The most lasting damage being a few of the most recent memories being forgotten. A small price to pay.

One should always remember that Neuronites are a preventative medicine, and not a quick-fix to be used as a band-aid.
They can only restore the brain back to the same state it was in post-injection, so injecting them into someone that has already suffered brain damage will not repair the damage, only prevent further damage.
Thankfully, Neuronites have a long-lasting lifespan and will not need to be re-applied often to be effective, only once every half-year or so.

Though, rumors speak of distant glitterworlds using a modified version of Neuronites to monitor the health of every individual in its population with mandatory injections.
Other tall tales, involve such technology used in a grand ascendance, to transcend the limitations of mortal flesh into a singularity of information and thought.
These stories are certainly only rumors however, and nothing more.
#5
Recently been playing with this mod, Enjoying it rather well so far, And i've got some suggestions:

Plumbing: Something stinky this way comes.
After researching plumbing you get pipes, toilets, bathtubs, etc. But no real way of getting rid of waste unless you are close to a river. Which, As i didn't take this into account when i settled in a mountainous region, Is a bit of a problem.
This problem is easy to solve though, Just needing the addition of a septic tank (Possibly underground?), Which fills up as its used and has to be periodically emptied by pawns as it fills up, producing burn barrels.
((Minor nitpick, NEVER mix sewage and water pipes. It might look better if you added two additional, smaller pipes to the plumbing pipe's texture. Y'know, So it's safe for the kids.))
((Or you could just, Do the same as Redistheat does with its ducts, and separate water and sewage pipes. Whichever you prefer.))


Water, Pumps, and Purifiers: It's another suggestion!
This suggestion begins with a simple change, separating water into different types: Water, Hot water, And Dirty water. (N.B. Not to be confused with sewage.)
Water is first collected with Pumps, Or passively over time by collecting rain, and/or moisture, And then stored in tanks.
There's also the option of digging a well into the ground and pump the water up from underground aquifers. (The bane of fortresses everywhere.)
This water usually isn't very clean, with pawns having the chance of getting sick when washing themselves with dirty water. Toilets are less affected by this. To prevent disease, you're going to want purifiers.
Purifiers are used to turn dirty water into clean water. The basic versions require either a filter or direct sunlight to function, and will purify water over time.
After being purified, the water is safe to use and can be both stored or used directly. Water can be used cold, or be heated up into hot water with a boiler. Heated water is either stored in the boiler or separately.
Pawns gets more comfort from using showers and bathtubs that has access to both hot, and cold water, And get a mood buff if they use it after going a long time without any. (+72 hours or more.)
Toilets, Bathtubs, Showers, And sinks produce dirty water when they are being used, which can be reclaimed from the sewage.
((Hot water is only produced while a boiler is active (obviously). In addition, Dirty water can't be heated into hot water. Just think of the contaminants! Ugh.))

So hey, thanks for using your time on this mod so we can get a better experience. It's appreciated.
Good luck!
#6
So hey, i just had an idea: What if when visitors get injured, you could contact their Faction and make an offer to treat them?
Succeeding in treating them would give you some goodwill and depending on how good a job you did they may be more willing to let you treat them in the future.
Fail, And you will make them less likely to trust you with their injured, and might even cause you to lose goodwill if you did a bad job.

You could be contacted by Factions in need, asking if you could treat some of their own, and once accepting they will send a caravan with the injured person(s) for you to treat.
On the other hand, You could be contacted by pirates, and threatened to treat their injured or they'll attack you. And if accepting and succeeding, delaying raids from that faction.

It opens up to some interesting events.
Plus, more interaction with other factions is always good, Right?
#7
Quote from: Morgloz on January 10, 2017, 09:21:23 PM
1. I was thinking just about it :)
2. It will.
3. I'll see that, but that will make the cooler more difficult to place

Hey thanks man, You cool.
#8
Just wondering for something:
1. Would it be possible to add a fan for the duct-work that pushes air in one direction for better temperature transmittance?
2. Could you allow for the duct-network to hook directly up into the heater like the coolers do? The big heater, Not the vanilla ones.
3. And lastly, Would it be possible for the cooler (the small mod one) to be increased in size to 2x2 to see if that looks better? The texture always makes me think it's supposed to be bigger than it is.

Thank you, And good luck working on the mod. Looking forward to see you getting it up and running. : )
#9
So quite some time ago i came with a balance suggestion for the four different elemental types, Now i'm back with some suggestions for the weapon types.
[N.B. i have no idea what i'm doing. Please exercise caution, and remain at a safe distance from Local Spacetime Distortions at all times.]

Low to High Chart:
-Low
--Low to Medium
---Medium to Low
----Medium
-----Medium to High
------High to Medium
-------High


Pistol: Better than nothing.
--Low to Medium range
-Low charge time
-Low damage
--Low to Medium cooldown time
----Medium fire rate
--Low to Medium Spread
---Medium to Low accuracy

Carbine: Lightweight and quick.
----Medium range
--Low to medium charge time
---Medium to Low damage
---Medium to low cooldown time
-----Medium to High fire rate
---Medium to Low spread
-----Medium to High accuracy

Rifle: Balanced, But reliable.
-----Medium to High range
---medium to Low charge time
----Medium damage
----Medium cooldown time
----Medium fire rate
----Medium spread
-----Medium to High accuracy

Scatter: Spray and pray.
---Medium to Low range
---Medium to Low charge time
---Medium to Low damage
----Medium cooldown time
----Medium fire rate
------High to Medium spread
----Medium accuracy

Heavy: Did someone catch the number of that train?
----Medium range
-----Medium to High charge time
------High to Medium damage
---Medium to Low cooldown time
--Low to Medium fire rate
---Medium to Low spread
---Medium accuracy

Shotgun: Stealth is optional.
---Medium to Low range
----Medium charge time
----Medium damage
--Low to Medium cooldown time
--Low to Medium fire rate
-------High spread
--Low to Medium accuracy

Precision: All good things take time.
-------High range
----Medium charge time
-------High damage
-------High cooldown time
-Low fire rate
-Low spread
-------High accuracy


In addition i have some effect suggestions for the different weapon types:

Gauss: Explosion chance if hitting mechanical, Bone break chance increased for biological.
Plasma: Scars, Incapacitate limb, Causes low blood loss(instant cauterization).
Laser: Burn creation chance, Blind chance(if hitting head)
Flame: Disfigurement(give ugly status debuff), Destruction chance of nose/ears/fingers/etc

I have now become tired of thinking and will retreat to my primordial sludge pool to recuperate, See you in about 4.5 million years. ; P
Feel free to modify as wanted.
#10
Quote from: 123nick on July 19, 2016, 07:01:46 AM
Quote from: Sam_ on July 19, 2016, 03:56:26 AM
These damn tanks...

The main issue is having a choice between something biological and a mechanoid. There's not easy way to make robots, as a mechanoid pawn will spawn with crashed ship parts. I thought they just bleed and act like a biological tank, but if they are drinking beer and relaxing socially....

cant you give them traits too make them incapable of things like talking and drinking beer?
Or maybe make them fully trained animals? Like trader's muffalos or some such?
#11
So hey, I've got an idea.
What if you had a single prosthetic bench(basic) and then you craft additions (like the tool drawers and multi-analyzers) and once they are connected it unlocks new recipes from the bench.
[Simple] could be something like a tool desk/rack (+mini anvil?), [Bionics] could have micro-assembler/3D-printer.
There could be growth vats for [Organ growing] (which could also utilize the system by having a central [Nutrient feeder] that the growth vats connect to), And the advanced bionics could have a [Nano-Weaver/Assembler].
Great mod by the way, Can't play without.(Well i can, It just isn't as fun.)
#12
I've got a suggestion for the bugs.
Sometimes when the insectoids arrive they'll start scouting the area for a suitable location (maybe a steam vent?), Then when they've found one they "set up camp" and wait around it, defending it from anyone that gets too close and maybe digging around to make room.
If after a few days they have not been killed, A queen will arrive and try to make it to the location, Once she does she'll create a hive nest that will produce more insectoids over time, Some of which will occasionally go on excursion to your base.

I imagine that if the nest gets too damaged the queen would come out of it and try to escape or if it gets destroyed first she'll come out either incapacitated or damaged.

Also, If these insectoids are meant to be the same as the ones engineered to fight mechanoids, Maybe have them prioritize any mechanoids on the map?

The art for your beasties is wonderful by the way, Completely awesome.
#13
Quote from: caboose410 on September 21, 2015, 05:12:50 PM
Quote from: Ptolisgoodguy on September 21, 2015, 01:39:32 PM
I really want the ability to either tame or recruit the hive members if you incapacitate them and hold them prisoner.

That would lead to either some really weird colonists, or some epic 'RELEASE THE ANTIS!' moments.
Yeah that would be extremely cool. I think rooki1 should eventually add a hivemind/queen creature that can be purchased or tamed. And once you have her you can breed new/tame existing hive creature to join your hivemind. Either way, the queen should play a big role for this faction, like when she is killed other bugs just scatters or something.
Or maybe they all go into a frenzy, attacking whatever is closest to them, Including their own.
#14
Did anyone else's game get darker after having upgraded into the new version, Or is it just me?
Like, The game seems significantly darker to the point you can barely see at night.
#15
Awesome! Just a tiny graphical complaint though, Really minor. Could you maybe make the vent sides slightly triangular so they don't clip the wall?
You don't have to do it, As it won't hinder or stop me from using the mod, but it'd be nice if you did. :)