Worker/Natural Incident Report Suggestions:
Pretty cheap and simple to do (I bet).
*Forest Fire Incident
(A forest fire has been started. Extinguish it before it gets larger!)
=Spawns fires that consume a 3by3 block wide radius in an area with concentrated vegetation. Not applicable on player-made forests / farm lands.
*Mass Migration
([Travellers/A herd of (type of animal)] have [joined/migrated to] your colony.)
=Spawns a group of colonists/animals with 2-5 (for immigrants) and 3-10 (for animals) inhibitants. In the case of the immigrants, the incident case should be set to a rare scale to prevent massive build-up of colonists leading to a much easier game that might tend to become boring in the long run, or rather the opposite, so that the player might have a hard time feeding the colonists or building shelter for them, which might lead to alot of psychological breakdowns and 'deserting the colony' cases.
*Suicide Incident
(One of your colonists,(Name of Colonist), has given up on living.)
=Might be too harsh, but still, its life. Everytime a colonist reaches his mental threshold point or lower, the percentage of the incident will increase for that certain colonist. If activated, the certain colonist will die.
*Faction Gift Offering
(The faction (name of faction) has offered you a gift.)
=Spawns a random item/s in your stockpile with more advanced items having a rarer chance to be gifted. Has increased chance when your colonist/s celebrated their birthday. The chance rate stacks with every colonist who has a birthday that day and a day afterwards.
*Random Injury Incident
([Name of colonist] has injured his (leg/arm/hand) while working.
=Injures the colonists with a random injury in the leg/arm/hand while working. Only considered with the mining/constructing/crafting/growing/repairing jobs. Has 0% chance of happening if the colonist is not doing these sorts of things.
There are alot more I could give but these are the only incidents I should suggest for now to keep your burden light. Hope this is included in-game! Many thanks!
Pretty cheap and simple to do (I bet).
*Forest Fire Incident
(A forest fire has been started. Extinguish it before it gets larger!)
=Spawns fires that consume a 3by3 block wide radius in an area with concentrated vegetation. Not applicable on player-made forests / farm lands.
*Mass Migration
([Travellers/A herd of (type of animal)] have [joined/migrated to] your colony.)
=Spawns a group of colonists/animals with 2-5 (for immigrants) and 3-10 (for animals) inhibitants. In the case of the immigrants, the incident case should be set to a rare scale to prevent massive build-up of colonists leading to a much easier game that might tend to become boring in the long run, or rather the opposite, so that the player might have a hard time feeding the colonists or building shelter for them, which might lead to alot of psychological breakdowns and 'deserting the colony' cases.
*Suicide Incident
(One of your colonists,(Name of Colonist), has given up on living.)
=Might be too harsh, but still, its life. Everytime a colonist reaches his mental threshold point or lower, the percentage of the incident will increase for that certain colonist. If activated, the certain colonist will die.
*Faction Gift Offering
(The faction (name of faction) has offered you a gift.)
=Spawns a random item/s in your stockpile with more advanced items having a rarer chance to be gifted. Has increased chance when your colonist/s celebrated their birthday. The chance rate stacks with every colonist who has a birthday that day and a day afterwards.
*Random Injury Incident
([Name of colonist] has injured his (leg/arm/hand) while working.
=Injures the colonists with a random injury in the leg/arm/hand while working. Only considered with the mining/constructing/crafting/growing/repairing jobs. Has 0% chance of happening if the colonist is not doing these sorts of things.
There are alot more I could give but these are the only incidents I should suggest for now to keep your burden light. Hope this is included in-game! Many thanks!
