Quote from: khun_poo on November 26, 2017, 09:13:26 PM
+1
My previous save just ruin thanks to the meteorite landing on my boomalope farm when my animal handler is nearby.
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#1
Ideas / Re: Pause when cargo pods, meteors, or poison ships might land on a colonist
December 01, 2017, 01:40:31 PM #2
Off-Topic / Re: Corrupt-A-Wish
December 01, 2017, 01:38:38 PM
Wish granted. AAA games don't exist and Steam flopped.
I wish that I were one of the cool kids.
I wish that I were one of the cool kids.
#3
Bugs / Re: Downed Refugee - Colonist's Mother Rescue, Mother is not at mission site
December 01, 2017, 01:33:27 PM
I managed to rescue somebody, but they disappeared when the party re-entered our home colony. Bugs, bugs, bugs.
#4
Ideas / Re: We make bad suggestions and come up with horrible ideas.
December 01, 2017, 01:26:04 PMQuote from: iota_x on December 01, 2017, 01:04:12 PM
A new crop type - garlic.
And after it has been harvested all cooks will continuously keep going back to the stockpile to get more before they finish cooking their meal.
Because you can never have enough garlic!
That would actually be cool if there were also Vampires.
#5
Ideas / Re: Please rework Lovin' so it doesn't disrupt sleep schedules
August 04, 2017, 04:59:36 PMQuote from: Toast on August 04, 2017, 03:48:53 PM
TMI, dude.
You're... you're not...
Ask your parents.
#6
Ideas / Re: Your Cheapest Ideas
August 04, 2017, 03:06:22 PM
1) On the schedule/behavior screen, assign pawns to guard duty. Pawns scheduled for guard duty will either wander or go to specified "guard" zones, and act like a turret.
2) If I can build a spaceship, I shouldn't be losing colonists to rabid chicken attacks. We need an elephant gun: require 10+ shooting skill to use, limit pawn mobility 50%, fire slowly. A one-shot, one-kill weapon for bears, elephants, muffalos, etc. Mists whatever body part it hits, and maybe some adjacent ones. Requires components and plasteel to build, or make it trader only. Using it against enemy pawns causes a mood debuff. Possibly a stacking one so it increases with every shot.
2) If I can build a spaceship, I shouldn't be losing colonists to rabid chicken attacks. We need an elephant gun: require 10+ shooting skill to use, limit pawn mobility 50%, fire slowly. A one-shot, one-kill weapon for bears, elephants, muffalos, etc. Mists whatever body part it hits, and maybe some adjacent ones. Requires components and plasteel to build, or make it trader only. Using it against enemy pawns causes a mood debuff. Possibly a stacking one so it increases with every shot.
#7
Ideas / Re: abandoning a colony
August 04, 2017, 02:47:53 PMQuote from: Bakar on August 04, 2017, 05:10:30 AM
We should have the option to go back to a colony that we abbandonned.
+1.
There have been threads about this before - I think there are some technical/performance reasons it is the way it is at the moment. Maybe some day.
#8
Ideas / Re: Please rework Lovin' so it doesn't disrupt sleep schedules
August 04, 2017, 02:46:40 PMQuote from: Toast on August 04, 2017, 11:14:01 AMBut they don't do Lovin' then, because that would be too normie! Instead, they wait until the middle of the night because reasons.
Ummm...
QuoteThey both wake up at 3 am, do Lovin', and when they are done they find that they are both at 85% tiredness or so, so they get up and start puttering around doing random crap instead of sleeping.
That seems normal to me.
#9
Ideas / Re: Your Cheapest Ideas
July 04, 2017, 12:48:18 AM
If a person is having a Pyromaniac episode, and they set a firefoam popper on fire, and it pops...
I feel like something different should happen. Either they should avoid the poppers, or they should be injured, or shocked out of their episode, or something.
I just have this image in my head.
Also would be cool if lovers and spouses with a Doctor role could talk people out of berserk episodes. But that's probably not simple. (AI changes.)
I feel like something different should happen. Either they should avoid the poppers, or they should be injured, or shocked out of their episode, or something.
I just have this image in my head.
Also would be cool if lovers and spouses with a Doctor role could talk people out of berserk episodes. But that's probably not simple. (AI changes.)
#10
Ideas / Re: Make it so that Domesticated Animals automatically stay away from meals...
May 19, 2017, 01:03:10 AM
When I was 14, my dog ate my birthday cake.
Stuff happens.
Stuff happens.
#11
Ideas / Re: New Room Types
May 16, 2017, 04:55:45 PMQuote from: DariusWolfe on May 16, 2017, 12:07:34 PMCrypt is also easy: sarcophagus, with no other overriding objects (workbenches, etc)
Hmmm... so if your workshop has a sarcophagus in it, do you get a "this is so creepy..." mood debuff?
#12
Ideas / Re: Protection Racket
May 16, 2017, 04:54:22 PM
This sounds silly.
With decent base design, equipment, preparation, etc., it is way easier to, say, kill 20 invaders than it is to suddenly feed and house 20 people you don't have infrastructure build to support.
With decent base design, equipment, preparation, etc., it is way easier to, say, kill 20 invaders than it is to suddenly feed and house 20 people you don't have infrastructure build to support.
#13
Ideas / Re: Tools Anyone?
May 16, 2017, 04:48:24 PM
Interesting idea. Equip a pitchfork as a melee weapon, and get a +2 to growing, but slow melee attacks by 20%. Or a jewelers loupe instead of a hat - no boost to weather resistance, but +2 to machining. Etc.
Would be a no-brainer tradeoff for nonviolent pawns or dedicated farmers/crafters.
They're wear out like clothes/guns, and you'd have to build more of them.
Would be a no-brainer tradeoff for nonviolent pawns or dedicated farmers/crafters.
They're wear out like clothes/guns, and you'd have to build more of them.
#14
Ideas / Re: Human Butchering OP
May 16, 2017, 04:42:50 PM
I think the "cannibal" trait should be acquired by eating human remains, like drug addiction.
And when you do it, it effects your relations with other tribes/colonists.
So eventually you're just cannibal outcasts, raiding other groups and eating the tribal attackers, etc.
Or make human flesh a luciferium-like eat-or-die thing and make a "zombie" trait.
And when you do it, it effects your relations with other tribes/colonists.
So eventually you're just cannibal outcasts, raiding other groups and eating the tribal attackers, etc.
Or make human flesh a luciferium-like eat-or-die thing and make a "zombie" trait.
#15
General Discussion / Re: Free synthetic liver from raider.
May 16, 2017, 04:38:21 PMQuote from: Razzoriel on May 15, 2017, 09:02:08 PM
Not exactly easy, though. You have a chance of instantly killing downed pawns. You got lucky in that you managed to not inflict enough damage to kill that raider, and also extra lucky to go through the insta-kill chance.
WTB stungun mod.