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Messages - The-MathMog

#1
Ideas / Repair Clothes / Apparel
October 25, 2022, 12:28:40 AM
Simply put a way to repair apparel that has been damaged. Of course at a price.
Ideas i have so far:
Either a separate work station, or integrated into the different benches, where you "fuel" the bench with the materiel needed to repair a piece of apparel. In a similar way to fueled benches in general.
Patch leather is an obvious choice for this.
It would need to be either an expensive or laborious process, so you'd only do it for apparel of significant quality or rarity.
Maybe even a chance at failing, like surgeries, where repairing it with too low of a skill, could simply destroy the item.
And maybe only able to be repaired to say like 75% or something like that. Balance is key.

Right now, all apparel that is under 50% I either sell for pennies, or burn at a stake, which doesn't really reflect how you would do it in reality in my opinion. With proper care and skill, a piece could last a lifetime.
#2
Might be the build that simply corrupted my save, but right now, when my pawns get an infection, the immunity just stays at 0%, forcing me to either amputate or use healer serum. I'll test on a new save, when I find the time for it.

On another note. In 1.0, small creatures seem excessively powerful. Many times now, I've seen rats taking down timberwolves, when they are hunting them.
#3
+2
I literally needed this earlier today, when trying to figure out which city had requested a caravan. I ended up going through the history/message tab, to figure it out, but that was a unnecessary hassle in my opinion.
#4
Ideas / A List Of Suggestions and "Fixes"
February 09, 2018, 08:04:08 PM
A list of things I've come across the last month or so, that I thought would be a good edition, or something that needed fixing, or simply a QoL improvement. A few is definitely been requested before, but I didn't feel like sorting it (sorry  ;))

1) When creating a caravan, show how many items you are bringing. Makes it easier to send a certain amount of items to another colony request (Eg. another colony wanting 25 t-shirts).

2) Show a small diagram/display that illustrates what direction you exit from, on top of the "north/south/west" when forming a caravan. It would just make that part quicker, as I for one, for some reason need a few seconds to figure out which way is east or west.

3) Trading. A filter to only show the traders' items contra only your items. Or only show certain item types instead of having to sort them by category and then finding said category. Big colonies makes this messy.

4) When loading transport pods, it would be great it you could add items that you forgot to add the first time around, instead of having to do it over again. You kinda have to make a list separately in like notepad to make sure you're sending everything you need.
And on the same note, it would be nice if you could save a "template" or save a loadout for later, instead of having to memorise everything you need to send.

5) Ways to sort the colonist list in the top. And have colonists remember their bed when returning from a caravan.

6) Selecting outfits for several/all colonists at a time. I switch between "normal" and "soldier" clothings under each attack. And with now 26 colonists, that gets pretty time consuming.
A "Ctrl+click" feature to select and then change outfits for more colonists would be great.

7) Modifying more than one mechanoid at a time. Wanting to shut down 30+ mechanoids gets tedious.
It would then just apply to operations/surgery in general, which I don't see a problem with. (Rather evil intent, with installing peg legs on all of your prisoners)!

8) Being able to repair weapons and clothing, at least to some extend. High chance of destroying it for low level crafters. Maybe just being able to salvage cloth from the clothing.
I myself patch up my clothes quite often, and I don't really consider it tathered. Maybe lower its quality too each time?
A 40% good pair of jeans become a 70% normal pair?

9) Control groups, like in classic real-time strategy games like C&C, where you just f.ex press "Ctrl 1", and it selects a specific group, colonists in this case.

10) Filters for doing tasks. Say you want to cut some plants, but only plants that is over 90% grown. So you choose 90% on the tool, before you drag it over large areas to find berries, heal root or even trees of said percentage.

11) Teepees or tents. Made of cloth or leather, and are lightweight and fast to build. Teepees maybe acting as a bigger tent. Tent say 1x2 and 2x2 and a teepee 3x3?
It could act as a bed, without the "slept outdoor" penalty.. Having to actually build a cabin to get away from the elements when temporarily staying at a site, is a bit weird.
Maybe, if possible, having it actually act as an indoor place, where you could have a separate temperature measure.

12) In the same vein. Being able to force "instances" when caravaning, to be able to either set camp, or hunting before you continue on, without having to make a new colony, that you then can't revisit after abandoning it..

13) Being able to interrupt and arrest a pawn that is in the middle of setting fire to something...
God this is annoying (just experienced this, so my temper is a bit up ^^).
My pawn is trying to arrest this other pawn that is on a pyromaniac spree. But when arresting him, he is waiting for the other pawn to complete his "setting fire to something action" before he arrests him.
Which means I have to stop arresting him to put out the fire = endless cycle..

14) Setting a upper limit of how far a pawn can go look for medicine when tending or performing surgery.
A pawn choosing to run all over a 250 tile map to get a 1% herbal medicine that will probably deteriorate before he gets there, is very annoying, because it forces you, to either "forbit" every single far away medicine,
or change the allowed medicine for a pawn, which you might forget to turn back later.

15) Adding Phorusrhacidae (Terror Birds) to the game. This would fit the theme a lot in my opinion and would be a terrifying addition. Fast, 3 meter tall carnivorous birds. Now that would be something fun to tame and use as attack-pets! (Of course very hard to tame as the Megasloth). And equally horrifying when a manhunter pack enters!

16) Jade floors? Beautiful expensive jade floors.

17) Deep Sleeper Trait? (Someone who doesn't get disturbed during sleep)

18) Sleepwalker Trait? (kinda like entering a psychotic wandering, but it triggers during sleep, and short lived)
#5
Just wanted to share a scenario that I just encountered, and had missed for quite a while.
So to start off, I for the first time tried implementing a bit of drugs into my colony, assigning a few colonists to use wake-up. It started off well, until first a they all became addicted, one was brain-damaged, and then eventually two of them actually died...
So, I disallowed all drugs again, meaning that I now have a few pawns running around with drug-withdrawal. Apparently that thing lasts a loooong time, and it slows the pawns down significantly.

I later noticed how much of my colony was getting very dirty. I usually have a few of the less useful colonists who isn't capable of much else, do the cleaning, so I checked up on one of them. Jup, who was in withdrawal, but also quite a capable animal handler. The few first times I checked him, he was indeed cleaning a bit.
But one time I saw him going to train a wolf, who was just in front of him.. Problem was, that the wolf was actually walking faster than he was. Even at just "wandering" speed... Which meant that he would endlessly try to chase down and train that wolf, until he either got hungry, joy-deprived or that someone else had trained all the animals.. No wonder my colony looked like a mess, when I had one permanently chasing house-animals...! Haha..

#6
Quote from: MarvinKosh on December 06, 2017, 10:53:31 PM
If you have spare clothes, you can drag them to her on the Gear tab of the caravan once it has reformed.
As I mentioned, I couldn't do that as she wasn't recruited and was incapacitated, so her portrait didn't show in there.

Only solution seems to build a small room on said minimap, meaning sending resources or mining. Unfortunate :/
#7
Back at playing this amazing game after a long needed break, but wow has it gotten its claws back on me!

So, I just had a situation which I haven't found an easy solution to.

My colony is at the south pole, with temperatures often plummeting to minus mid 70's. I had a caravan out collecting some treasure (a vanometric power-cell, lovely), when an "incapacitated refugee-event" popped up a day's march from it. I thought why not.
The refugee was surrounded by sleeping mechanoids, but they didn't awake when I pulled her away from there. When leaving, I realised the issue. She would die very quickly from hypothermia, I and couldn't figure out a way to get her to wear the other clothes that they caravan brought with them.
One solution could have been, leaving the map, settling on another close spot, and then have the original colony send materials for making a small temporary building, for her to heal and heat up in, until she would hopefully join? But what a hassle that would be, so I just ended up letting her die. But it still annoys me that I couldn't come up with a proper solution to this, that wouldn't have been costly.

I would've hoped I could just drag clothes onto her, as I can with my colonists during caravans. Helping an unconscious person put on some warm clothes isn't all that impossible.. :/ 

So, any ideas guys, or is this just a case of "having to put in the huge effort, because you chose to live in the most inhospitable place" kind of situation :P
#8
Ideas / Re: Pregnancy as another way to boost numbers
December 04, 2016, 06:23:30 PM
Personally I think the best way to go around this, concerning the issues with time and age, is to imagine that in this future, technology has made pregnancies unnecessary and then instead have "incubator/growing pods", like the cryptosleep caskets, but for "growing" humans. It would either need a lot of power, or a constant stream of nutrients, and then after "X" time, a "fully grown" pawn could emerge from it, with Age 0, or something like that. With quite a lack of skills of course.

That could implement some vile human-trading aspects, where you could grow humans and then sell them as slaves.. Jeezz..
#9
General Discussion / Re: Weapon stations
June 20, 2016, 05:17:53 AM
This sounds like a mod issue, it should go in that forum under the corresponding mod :)
#10
I would love to see this implemented. But then also be able to set a specific pawn to only do a bill. Right now I have 2 pawns. One with a cooking skill of 19 and another one with 17. But I want the one with skill lvl 17 to do the butchering, because he has bionic arms. Right now I have to create a restricting zone around the butchering bench for the 19 one, and have another bench she can use.
So just having a cloud where all benches can "pull" from, without the ability to further modify their specifics would be a bit annoying.

But even a "copy all bills" option would be great.

But overall I support this!
#11
Ideas / Re: Marking A Prefered Path
June 16, 2016, 07:52:01 AM
Quote from: Flying Rockbass on June 16, 2016, 06:50:19 AM
If you have a "No path here tool" or "Only path here" people will no go across a bedroom that has 2 doors. You can make all you bedrooms have four door, which may help in berserk/heart attack pawns.

Without having to worry about "disturbed sleep" or dirtying the hospital, this allow for new safety and planning. Giant corridors that lead to parts of the map, where you have branches to anywhere. That may lead to an optimal path for reaching outdoor cargo pods and such.

I would really love a brush system for optimal pathing. Even the cpu will have a easier time reading the prefered path, since it's already pre-made.

Boosting some types of flood may also work, but some problems will still persist, that can be avoided through the brush tool.

Indeed, good point there too. All in all in would be a good tool to be implemented I think.
#12
Ideas / Re: Marking A Prefered Path
June 16, 2016, 03:40:01 AM
Quote from: Drahkon on June 15, 2016, 03:15:39 PM
Could probably just artificially boost the pathing cost for natural flooring, making it prefer not to use it. As I understand it to save cpu cycles the pathfinding doesn't look for the best path, stopping it's search when it finds a 'good enough' one. Having it try constructed flooring before natural may help efficiency in that case.

So I guess that'd be my suggestion, have it look at constructed floors first while pathfinding.

Yeah, that would probably be one fix for it.

But I would still love "brush tool", because the above fix, would still give me issues with the freezer and maybe even bedrooms, where pawns keep walking into rooms where people are sleeping. But maybe wandering is using different mechanics for it? Because sometimes they walk to some weird places.. Like, on top of traps..
#13
Ideas / Re: Marking A Prefered Path
June 15, 2016, 11:37:03 AM
Quote from: Flying Rockbass on June 15, 2016, 09:23:29 AM
I believe your suggestion is making a "Pathing brush" so that you can decide where your colonist walks. That's really amazing. I love it.

This is a needed feature, that would not impact the gameplay since the pathing formula would not be altered. I support this ideia and would like it to come true.

Yes indeed, that is what I meant, but forgot to write haha! Glad you can see some potential in it. Indeed, it would just be a tool that the player can choose to use or not. I would personally only need it for those bigger colonies!

Quote from: Fluffy (l2032) on June 15, 2016, 07:42:16 AM
the way I understand it, pathfinding works with a 'pathing cost' for each cell. In a very simplified view, it basically tries to find a route from A to B that has the lowest total pathing cost. I think the reason it sometimes has issues is because this cost isn't always updated.

Anyway, about your suggestion. While directly marking preferred paths from A to B (or X to Z, whatever) is going to be a massive pain in the arse to implement, there's a relatively simple tweak that could be done to achieve mostly the same effect (albeit a bit more roughly). Tynan (or modders, I might just try this myself) should quite easily be able to allow the user to set priority pathing zones to mark areas to be avoided, or preferred areas. This would then be used as an additional cost bit to add to the normal pathing algorithm.

Basically, all cells would default to an extra cost of, say, 5. Preferred areas would have zero extra cost, and areas to be avoided could have 10, or for 'danger zones' even 1000+ extra cost, allowing for some granularity in how far pawns will 'detour'.


Cool! I imagined it being something that like, but didn't know any details about it! Good to know!
Something like what you suggested is exactly something I would love to see. It would help the player control how the pawns move, without actually restricting them from certain areas!
#14
Ideas / Marking A Prefered Path
June 15, 2016, 04:52:53 AM
Sometimes it seems the pathfinding is struggling a bit. It often chooses a route over items or sand, when there is a clear walking path that would be a better option.

So it would be nice to be able to "teach" the system some preferred routes. It might actually be harder to implement than on my initial thought, but that is again the problem with not doing coding ;)

But maybe something in the vain of marking a starting spot and an ending location, and then marking an optimal path between those, or simply marking paths that should be used, even if there is a shorter straight path, that is slower though. It shouldn't of course restrict them to ONLY use those paths, but rather making them prefer them if they are close. So maybe use a "check if path is within "xx" squares" or something like that.

Again, let me know if this actually would cause more issues than it solves. It's just a small issue that I've noticed, when my pawns for example is moving through my storage room, and choose to walk over items, instead of on the path.

Another example, is my pawns walking through my freezer to deliver items. It's layout was optimized to let cookers quickly haul raw foods, and then quickly deliver them into another freezer, where that freezer has another door which goes out into the dining room. That layout just creates a shorter route through the freezer which, when 20 pawns walk through it regularly, heats the room up quite a bit.
#15
General Discussion / Re: Animal Husbandry
June 15, 2016, 04:06:22 AM
Quote from: cultist on June 14, 2016, 08:01:33 PM
"Hey there sister/niece/aunt/grandaunt/grandniece/cousin-once-removed, you're looking mighty fine tonight..."
God those family parties must be hell!