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Messages - Scaphismus

#1
General Discussion / Re: Smokeleaf binge prevention
November 01, 2016, 02:37:57 PM
Quote from: mumblemumble on October 29, 2016, 09:50:41 PM
Quote from: JustUseMegaPlz on October 29, 2016, 08:32:25 PM
Quote from: Alphanoob393 on October 23, 2016, 11:30:25 AM
Next time he binges, chuck a Molotov in and lock the door. Negative reinforcement always works, one way or another.

That's positive punishment.
Reinforcement is neither explicitly positive or negative... but this is negative

how would you call it positive?

Both punishments and reinforcements can be either negative or positive.

Positive/negative refers to whether you are applying or removing stimuli.
Reinforcement/punishment refers to whether you are trying to encourage or discourage behavior.

So grounding a child and spanking a child are both punishments. However, grounding is a negative punishment, since you are taking away something that is desirable (i.e. freedom). A spanking, on the other hand, is a positive punishment, because you are giving the child something undesirable (i.e. pain).

Burning your colonist alive to stop him from binging is positive punishment because you are applying something bad (fire) to punish undesirable behavior (binging).

To contrast, negative reinforcement is when you remove an undesirable stimulus to encourage desirable behavior. For example, if you let your child out of doing chores for a week when they get an A on their math test.

Positive reinforcement would be buying the child ice-cream for getting an A.
#2
Ideas / Re: Neutroamine
October 31, 2016, 02:13:41 PM
There's a cool mod that makes tamed Boomrats and Boomalopes produce Chemicals, much like other animals produce milk.

The Chemicals are then used to make Neutroamine.

I feel like it's fairly balanced, since keeping a herd of boomers is pretty risky, potentially even disastrous.
#3
Quote from: Pax_Empyrean on July 27, 2016, 11:14:49 AM
People going crazy in the aftermath of a huge victory makes no sense. I can see people having negative reactions to killing innocents, or losing their friends in combat, but gunning down raiders should not give a penalty unless you leave the bodies to rot in plain sight.

I love the idea of a counselor/therapist task to deal with people who are having mental problems. Putting it under the Social skill would fit well.

To be fair, most of the times that I've seen people go crazy after a battle, it was because some of the raiders that just got killed were their friends.

But I totally agree that your colonists should get a good-sized mood buff for surviving a raid--enough to offset most of the negatives from people they know dying. However, I think that the debuffs should last longer than the buff; as the rush of victory wears off, the harsh reality starts to take over.

I also think that certain debuffs should be able to overwhelm the victory buff. For instance, if a raid contains a colonist's wife and son, and both are killed in the battle (perhaps even by his own hand), I can see that colonist going mad with grief, despite repelling the raiders.
#4
Quote from: Wex on July 25, 2016, 10:41:52 AM
I would gladly train them only to haul. Not even rescue.


You can. They must be trained in obedience before they can receive any other training, but as long as they have obedience, you don't need to train release or rescue.

Also, if you set an animal's master to "none", they won't follow you into combat. The only problem with this is when the animal is "bonded" to a pawn. In that case the bonded pawn gets a mood debuff for not being the animal's master.
#5
Toxic fallout only effects things that are not under a roof. Being in an "outdoor" area isn't enough, the space must be unroofed as well. If you look really close, you can see the fallout raining down. It looks like really faint snow.

So yeah, infestations are more or less immune to fallout, as they only spawn under roofs that cannot be removed. I'm not sure if the bugs receive toxic buildup if you can lure them out into the open, though I expect that they would.
#6
At some point, I really hope the game lets you visit/raid other colonies on the planet.

I know that this isn't a new idea--this is a feature that a lot of us have wanted for a while now, and I realize that it's probably a much bigger job than I understand.

However, it seems to me that all we really need is a serviceable random colony generator to get his off the ground. If the game can generate believable colonies for the other factions, we could just send a group of our own people to trade or raid.

I imagine that it would be very difficult to wipe out a settlement, since they will likely have a manpower and security advantage. But if you can wipe them out, you could dismantle the whole place and take all the resources. Otherwise, you could just have your people grab everything they can carry and high-tail it out of there.

This could help to smooth out the current lulls in the tech tree. It would give players an active (if risky) option for dealing with resource shortages, rather than just passively waiting and hoping for traders to bring what you need.

Again, I realize that this isn't a simple feature to implement, and I don't expect it to see it in the near future. But I do hope we see it eventually, as I think it will not only solve some of our current issues, but also add a lot of fun gameplay.
#7
Quote from: mumblemumble on April 19, 2016, 06:48:52 PM
I can't really tell but, are they a gay couple? Really can't tell.

Also some people love the sub dom stuff.

Bison Abruno is all woman. A burly, and rather intimidating woman, it seems.

But I'm sure she's just lovely, once you get to know her.
#8
http://imgur.com/63zcJ91

When I saw the art on this bed, I just had to assign it to Ju. Because I thought it would be funny.

The art reads:

"An engraving on this furniture represents Bison Abruno smacking Thomas 'Ju' Schaefer while capturing him while smiling with dominance. Abruno is slapping Ju to subdue him. The scene takes place inside a village built near a cliff. The very static structure of the image almost conflicts with its classical style. This image refers to the capturing of Ju on the 15th of winter, 5502."


Well, now it's kinda creepy. You see, Ju and Arbuno have been in a relationship for a while, and just recently got married.

They do thier lovin' in this bed.

Look, I don't have any problems with what people choose to do behind closed doors, as long as everything is consensual. But I'm a little concerned that Ju might have Stockholm Syndrome or something. I'm worried that this relationship isn't the best thing for Ju right now. I just hope everything works out.
#9
General Discussion / Tortoises OP?
April 11, 2016, 06:24:12 PM
First, I want to say that I really like the new predator/hunting mechanics for animals. It adds a lot of atmosphere and interaction, and just makes the game feel more alive.

However, it seems that some of the "prey" animals are just a little too tough. I'm in a temperate forest with my current colony, and I've noticed a startling number of grizzly bear and warg corpses on the map. Upon further inspection, I find that they're dying from wounds suffered in fights with tortoises (occasionally boars, but mostly torts). Wouldn't it make more sense if "prey" animals ran away from hungry predators, rather than fight them? And if a tortoise does decide to go toe-to-toe with a pissed off grizzly, shouldn't the little guy get slaughtered before he can really do any damage?

On a related note, my baby carnivores have a REALLY rough time finding food. One of my warg pups lost a leg in a fight with a tortoise, and the second he was able to walk again, he went right back and got himself killed by the same damned tortoise. My cute little baby grizzly got both eyes scarred when he tried to eat a boomrat, then the next day he had both eyes gouged out by a boar. Has anyone else had trouble with this? And if so, have you found a good solution?
#10
Outdated / [A13] Smart Bears
April 10, 2016, 03:34:18 PM
Teach your bears to Rescue and Haul. Put all that raw brute strength to good use.

https://www.dropbox.com/s/boj4klcrdl2we65/SmartBears.zip?dl=0
#11
Quote from: rstrom11 on April 08, 2016, 06:17:06 PM
Any word on if he is working on an update for alpha 13?

EdB made a comment in the Prepare Carefully post saying that he's looking into updating it, but it will be a while due to all the changes.

I imagine that he's analyzing this one as well. We're just gonna have to be patient. We'll all be back to cannibalizing raider corpses before we know it.  ;)
#12
Quote from: zidey on April 08, 2016, 05:58:23 PM
hope you have chance to get this one updated soon, even if all you do is the character bar at the top of the screen.

Agreed. The whole mod is awesome, but the colonist bar really is the most important part. I can still hardly believe that it hasn't been added to the base game yet. I've seen some people say that Tynan doesn't like it because it takes up too much screen real-estate (I don't know if that's the real reason, just a rumor I've seen), but it should at least be an option. I've got a decent sized monitor, and am more than willing to sacrifice the screen space.
#13
Quote from: Quickbowjob on April 06, 2016, 11:42:46 PM
The one and only mod i really miss now A13 it should had been added by default :'(

So true. There are a lot of mods that I love, but this is the only one that I really think needs to be integrated as an official feature.
#14
Quote from: Quickbowjob on October 25, 2015, 12:40:20 AM
Quote from: Scaphismus on October 24, 2015, 04:06:40 PM
Quote from: Quickbowjob on October 22, 2015, 11:14:43 PM
Hello great mod really like it!

But i have one problem, my pipes are not connecting up anymore.
http://i.imgur.com/ZbAv20H.png

Did try reinstall the few mods that i use but no success yet hope there is an easy fix..
Thanks <3

I'm experiencing the same issue. Anyone have any info on a fix?

I got it fixed not sure how i did tho, think it was like this:
Community Core Library
Community Core Library - Vanilla Tweaks
Turn those mods on before any other mod expect for the Core mod that is always on first. (this one is part of the game ofc).

CCL Here: https://ludeon.com/forums/index.php?topic=16599.0

Good luck!

I wasn't able to get it fixed on my previous save, even after changing load order/disabling other mods. But when I restarted my game it worked fine. Also, my previous game was already in progress before I added CCL and RedistHeat, so that might have been the cause.
#15
Quote from: Quickbowjob on October 22, 2015, 11:14:43 PM
Hello great mod really like it!

But i have one problem, my pipes are not connecting up anymore.
http://i.imgur.com/ZbAv20H.png

Did try reinstall the few mods that i use but no success yet hope there is an easy fix..
Thanks <3

I'm experiencing the same issue. Anyone have any info on a fix?