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Messages - PetWolverine

#1
Quote from: b0rsuk on March 27, 2017, 04:30:18 PM
Also, if there's a raid coming you can uninstall your mortars and other objects right before combatants clash to prevent raiders from attacking them.

Similarly, I've noticed that if a raid comes while I'm in the middle of adding a layer to my outer wall, the raiders go for the half-constructed wall segments (which have had blocks hauled to them but haven't been built). Canceling construction instantly causes them to come to my killbox instead and prevents the loss of materials from having the walls break.
#2
While we're on the topic of DF: Add misdiagnoses, DF-style, so that not only do your doctors treat wounds in a random order and sometimes leave the worst bleeds for last, but sometimes the lower-skilled doctors will overlook a wound entirely. You won't be able to order them to treat the patient because the job is already done and they won't revisit a diagnosis. Once they develop an infection, there's a new diagnosis to do, and they might diagnose cirrhosis or something and treat for that instead.

Combine with a mental health mod and see bipolar disorder treated as depression. Or malaria treated as OCD.

Oh yeah, and all treatments are up to the doctor, not to the player, so you might find your penoxy stores depleted after a battle as your doctor thinks everyone with a cut has the plague, or someone might die from a stab wound because your doctor misdiagnosed sleeping sickness as carcinoma and then failed trying to excise the nonexistent tumor.

Meanwhile the accurate information is shown in the Health tab so the player knows exactly what their colonist is dying of and just can't do anything about it.

Whole body: Sleeping sickness (Diagnosis: Carcinoma - liver - major)
#3
Outdated / Re: [A16] Melee Skill Rebalance
March 24, 2017, 05:32:40 PM
Quote from: oreganor on March 23, 2017, 07:26:50 PM
In BOTH cases, the current showstopper is the same... Implementing them REQUIRES leaving something "saved" (Either because I need to store states that evolve over time... Or because I have to create a new entity ingame that will leave a trace on the savegame itself). ATM, I'm not confident enough in my modding skills to allow this to happen, because 1st I want ppl to get a feeling on how it looks... And for that they should be able to jump in, install the mod and be able to remove it without consquences if they do not like what they see.

Once my learning process allows me to create safe and clean ways to disable this mod with "savegame" entities... I will proceed to add "fancy features" like the 2 commented.

As a software engineer, I have to commend your discipline. This is an unusually careful and responsible attitude.
#4
Outdated / Re: [A16] Melee Skill Rebalance
March 23, 2017, 04:10:55 PM
Sounds like a great mod, I'll look forward to trying this out!

Quote from: TAA6 on March 23, 2017, 03:08:52 PM
A point that should be made here I feel is also on important stats for melee. Now maybe I'm not well read on the topic but as I understand it manipulation has no effect on melee quality, which is pretty stupid if you ask me. Something to potentially rectify here.

I think ideally manipulation would affect armed but not unarmed combat, so losing fingers would reduce a pawn's effectiveness at wielding a sword, but scyther blades, as a hand replacement with 20% manipulation, would retain their tradeoff of producing highly specialized melee super-soldiers who can't really do anything else.
#5
Outdated / Re: [A16] Several Puffins' RimDisorders.
March 23, 2017, 01:49:04 AM
I wasn't able to fix my save with dev tools after disabling this mod, but by editing the XML directly in a text editor and removing all the hediffs mentioning RimDisorders I was able to load it successfully with the mod disabled. I had to wait for a time when nobody was on a mental break, though - I tried to do this to a save where someone was obsessively cleaning and it left that colonist permanently frozen, taskless and factionless.
#6
General Discussion / Re: Cotton is better than drugs
March 21, 2017, 06:03:44 PM
Quote from: b0rsuk on March 21, 2017, 04:49:00 PM
There's no Cotton Fascination, so it's definitely safer.

Mental break: Cotton binge
Lumi spends the next 3 days repeatedly changing clothes, returns to normal starving and exhausted, then goes berserk.
#7
It's best to have a psychopath do the butchering if you can, so at least they don't get a huge mood debuff. The colony-wide -6 can be manageable. Keep in mind that everyone else will tend to hate the butcher, which can cause problems.

You can hold onto the corpses and then order them butchered right after a party or wedding to take advantage of the mood buff if the -6 is otherwise too much.
#8
Ideas / Re: Hit in the liver... dies instantly
March 21, 2017, 01:07:03 PM
Quote from: milon on March 21, 2017, 10:10:57 AM
I think (s)he's saying that toxic buildup should be a thing that affects all pawns all the time (because of biologic metabolic processes). Blood filtration acts to counter toxic buildup, so you won't even see it as a health condition most of the time. Someone​ who loses a kidney (or donates one IRL) can still filter blood normally - there's just less margin for error. And someone who loses both of them wouldn't be instantly dead, but WOULD experience fatal toxic buildup eventually.

Then the toxic weather event just adds to what nature (the pawn's own body) is already doing - creating toxic waste that must be dealt with.

Right. I've been playing with toxic fallout as a permanent map condition lately, and I've noticed as soon as the level goes below about 4% it's no longer displayed. It's presumably still there, but asymptomatic.

So my suggestion is that all pawns would constantly be generating toxic buildup, but more slowly than they do from toxic fallout, and slowly enough that it stays asymptomatic, because normal blood filtration clears it at (say) 150% the rate that it's building up. Then if they lose a kidney - I'm not sure how much that actually affects blood filtration - but say it takes it to 75%, then that means they're clearing the toxic stuff at just 113% the rate that it's building up. Any further loss of function, or anything that causes it to build up faster, will affect them more and sooner than healthy pawns.

Losing the liver would maybe take blood filtration to 50%, so then they're only able to clear 75% of their natural toxic buildup and it eventually (quickly) becomes a problem. IRL I think liver failure will kill you pretty quickly, like less than a day, but there's time for an emergency transplant.
#9
Just posted about this in a different thread, but realized it's a small but worthwhile tip.

You know how when you butcher a thrumbo, you can get like 1100 meat out of it? And the pawn can carry all that meat at once to a stockpile, but then they have to drop it off 75 at a time, running from one end of your gigantic cavernous freezer to the other several times.

Or you can wait until they're in the middle of the freezer and draft them, and the meat just sprays everywhere.
#10
Quote from: EnricoDandolo on March 17, 2017, 11:39:07 PM
A colonist can't carry more than 75 steel.
HOWEVER, WHEN I MAKE THEM HAUL A 1000 POUND THRUMBO, THEY DO IT.

Also, when they butcher the thrumbo, they can carry all 1100 or whatever meat to the stockpile. But then they have to drop it off 75 at a time, and thereafter that's the most they can carry.

Or you can draft them and the meat sprays all over the room in hilarious and efficient fashion.
#11
I've been playing on Cassandra Rough until recently, but I've been adding mods that seem to keep making the game easier (albeit more interesting), so I bumped it up to Intense on tundra with permanent toxic fallout. It's about the right difficulty for me for now.

I haven't tried Randy, but I like the idea of a storyteller who's trying to... tell a story... rather than throwing random events at me. I played Phoebe when I was still getting the basics down.
#12
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 20, 2017, 06:48:51 PM
Is the latest update safe for existing saves that have the old version? I didn't think to check for mod updates before starting a new colony yesterday, and already tilled some soil. (Or did I plow it?)
#13
Ideas / Re: Ideas for new events
March 20, 2017, 06:17:23 PM
Quote from: Lav on March 20, 2017, 12:25:35 PM
9. This adds uncertainty to the gameplay, of the dangerous kind. Players will respond to this by implementing a battery of tests to run every new pawn through. End result will be identical to current situation, but players will be forced into tons of micromanagement. So while this idea looks realistic on the surface, I'm not sure it's a good one.

This reminds me of detecting vampires in DF. Each time you get a new immigrant wave, lock all the newcomers in a room with no food or booze; as they start to complain of hunger or thirst, let them go and join the fort. Anyone who doesn't need to eat or drink is a vampire and will be handled accordingly. You might find a couple of them drained of blood, but your established dwarves will be safe.
#14
Ideas / Re: Reverse-engineering items
March 20, 2017, 06:08:20 PM
Interesting thought. Presumably the item would be used up while being used for research, which wouldn't matter so much for pemmican or even medicine, but might make for a tough decision whether to keep that charge rifle or dismantle it for research.

Equip the excellent charge rifle, study the awful one - or does item quality affect the degree of discount?
#15
Or instead of giving you the option to recruit them... make them decide to join on their own.

Your spectacular builder/crafter has an estranged husband, who just showed up and decided to join. Yay! Oh yeah, he's a pyromaniac sheriff. With a limp.