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Messages - Lichtbringer

#1
I would very much enjoy a mod, that for a short time after death allows you to still operate on them. Mainly for giving my dead Colonist a new vital Organ, which would put him out of the dead state again. This "recently died" state, would only last a very short time, so that you would need to rescue/haul the body without delay. This would make it impractical to harvest Organs from the enemys that die (or dissable harvesting on this state alltogether).

I hope this is possible in some form, and would be very thankfull if someone made this mod^^

(Bonus points if you can haul them into a cryptosleeppod, where this state doesn't tick down for the Lategame.
Also, maybe the brain gets scarred if you take to long.)

#2
General Discussion / Re: Does bleeding out feel right?
February 26, 2015, 02:21:13 AM
Quote from: tommytom on February 25, 2015, 04:30:29 PM
Quote from: Cimanyd on February 25, 2015, 02:48:48 AM
Blood loss definitely seems a lot faster in A9 than in earlier versions. I don't really mind yet, but I think doctors need to prioritize treatment better, maybe by treating bleeding wounds before non-bleeding (e.g. bruises) but especially by treating people before feeding them. Feeding non-starving people while colonists and prisoners are bleeding is dangerous to them, and possibly unnecessary with non-incapacitated colonists that can just get up and get their own food after being treated anyway, without wasting the doctor's time.

At this point, I'm just manually prioritizing my doctors to make sure they treat the prisoners before they bleed out instead of feeding that slightly injured colonist. It's not much of a problem; I just would prefer if they were smart enough to do that themselves.
+1
My doctors like to go eat and sleep with 50% or less (plenty of food/rest to treat all of them and then some) and leave 4-5 guys bleeding out on the table (so to speak).

If someone is bleeding out, they better start treating them rather than be selfish a-holes. Even worse they generally want to FEED people instead of treat bleeding.

This happens almost 100% of the time (from playthroughs, not testing):
Leave everyone drafted but injured person and let him run to med bed.
Undraft best doctor to make sure he gets best treatment.
Undraft the rest as you don't care what they do.
Said doctor goes and finds a meal to feed the patient.
Worst-doctor-possible comes to treat the wounds with nearly 0% possibility.

Definitely need some priority tweaking. Especially with really bad doctor care possible now. Everything is manul priorities, it seems.

Edit:
Even though the overview says left is highest priority, having doctoring at 1 and art at 1 will make my backup doctor make art while the others are occupied with sleep or possibly even when draft. Now I can't make art as he will slave over it until he needs to sleep/eat letting people bleed out.

I agree.
I hate it when my doctor feeds them first before healing. Also I noticed that something is up with the Scupturing, they are reluctant to leave it in the middle.
It is also annoying that I have to set a Colonist to Doctoring, if I want to MANUALLY order him to patch someone (mostly my main Doc who got hurt) up. Afterwards I have to dissable it again, so that only my good Doctor does the important stuff.

Solutions would be: Another "job", feeding People. Or Haulers/Wardens/Cooks feed people.
It would also be very nice if you could set a specific doctor for a specific bed. Then a no skiller could patch up my prisoners after an attack, while my good Docotr patches up everyone in a colonist/medical bed.
#3
Ideas / Re: Your Cheapest Ideas
February 25, 2015, 02:35:20 PM
Bionic Eyes could reduce the aim penalties from Darkness.