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Messages - emraldilian

#1
Support / UI slightly too big
September 17, 2018, 10:53:43 PM
So this isn't game-breaking for me but it has begun to bug me. The top of some menus such as Bio, Social, Log, and Needs go past the top of the screen. I have the smallest UI size available and no changing of resolution seems to help.
#2
Ideas / Re: Water cooling up pawns on hot maps
November 01, 2017, 08:37:51 PM
An easy thing to implement might be the ability to use a campfire or shallow water as an activity source for those who are suffering from hyper/hypothermia and for balance maybe using it would only help some but not enough to disregard getting good heating/cooling in your colony.
#3
Ideas / Re: Infestations needs improvements.
October 09, 2017, 05:14:51 PM
I think there should be a warning prior to the bugs appearing so you have time to move a few colonists/things around. Like an alert that says your colonists can hear them digging into an area a few hours before they actually appear.

I find them easy to deal with so long as they don't appear on top of my colonists so that should be enough.
#4
Ideas / Re: Personal Temperature Control
June 09, 2017, 01:08:59 PM
Quote from: Aerial on June 09, 2017, 12:55:42 PM
A bed with mattress and blankets provides the extra protection from the cold.  So it really should be that the "slept in the cold" debuff should have one threshold for sleeping on the ground and a much lower one for sleeping in a bed. 

If someone wanted to get really crazy with it, you could craft blankets out of cloth or animal hides (bearskin, anyone?) to lower the threshold for the "slept in the cold" debuff.

This is a nice way to solve the issue in the other direction, though instead of crafting blankets I would add a new bed type that uses animal skins.
#5
Ideas / Re: Personal Temperature Control
June 09, 2017, 12:54:38 PM
Quote from: MisterVertigo on June 09, 2017, 12:42:55 PM
What I'd like to see is some kind of dresser or storage rack that you can place in a colonist's room where they put they coat and hat before they go to sleep, and when they wake up the go put it back on and go about their day. I'm sure that is harder to code, but it seems a lot more realistic. The trick would be assigning the coat and hat owners so they don't get hauled away or taken by someone else when they sleep.

This is why I suggest using the pawn's own inventory so stuff doesn't get taken away and they don't need to take an extra step to change clothes by using a dresser. Dressers could be nice for a combat/seasonal change but my concern is just moving between dramatically different temperatures without suffering heatstroke/hypothermia. If my base has to be warm for comfortable sleep then I need it to not be an issue to keep it that way.
#6
Ideas / Re: Personal Temperature Control
June 09, 2017, 12:08:51 PM
Quote from: Aerial on June 09, 2017, 12:03:26 PM
The OPs suggestion that they take off their outer layer when indoors is more realistic, but would probably be more complex, code-wise.  Just tweaking the debuff checks for hot/cold, sleeping in the heat/cold to look at the pawns comfortable temperature range would be simpler. 

I've seen this suggested but Tynan replied that the debuff would remain for pawns having to sleep in heavy jackets to stay warm, which would be uncomfortable. I have a mod installed that keeps backup weapons in pawn inventories so I thought it might not be too hard for backup clothing to be done somewhat the same.
#7
Ideas / Personal Temperature Control
June 09, 2017, 11:48:49 AM
I recently began to have issues with pawns overheating while they sleep in their jackets which they wear because it's cold outside but should remove when they are inside.

(Lowering room temperatures means they will get a debuff for sleeping in the cold.)

Thus, I suggest a feature in which pawns can put their jackets and other warm clothes into their inventory when they are hot and back on when they are cold.
Possibly make it toggleable so you can be sure pawns bring a thick jacket into battle regardless of the heat.
I think pawns should avoid heatstroke and hypothermia if they can help it with a swift change of clothing without having to micromanage them.

I've seen some threads in the same vein as this but I think this would be the most practical solution for players when it comes to keeping pawns comfortable, especially in situations where the outside temperature is in great contrast to the indoors.
#8
Ideas / Re: Explosive food
March 30, 2014, 10:35:16 PM
I would use my non-violent colonists like human molotovs.
#9
Ideas / Re: Consider colorblind people
March 27, 2014, 08:42:37 PM
A faction symbol would work. They can be randomly generated from a few stock shapes, until there's time to flesh out the factions and give them flags or the like, and put on one end of the name.
#10
Ideas / Re: New Content Ideas
March 19, 2014, 05:14:42 AM
I'm pretty sure both of those ideas have been suggested already. The first is good and does seem simple.

The second however, I personally don't think we need to get more people with slave trade, passers by, what raider incaps we can already get, and the random colonist or two joining in.
#11
I think the best way to implement this would be; At your end game you can decide to build a ship to escape the planet and must choose 3 colonists and some supplies as that's all the ship can hold. Then you can start a new game with those colonists and supplies ending up on another planet. This would of course be better after more biomes are implemented.

Then maybe special events can happen such as colonists from your last group deciding to join you or factions you pissed off before tracking down your new colony.

However just freely jumping around from planet to planet wouldn't be something I'd want any focus to go towards because it doesn't seem like a worthwhile feature in this type of game.
#12
Ideas / Pause on Alert
March 15, 2014, 06:14:44 PM
I often get to a point where I just want my colony to do its own thing for a bit and step away but don't want to suddenly have a muffalo or raiders pop in and destroy everything. So I'd like there to be an option to have the game pause when alerts pop up. Could be set to red only, red/yellow, or all.
#13
I'd like this too, currently I run colonies on fear since it's much easier. No need to clean or worry about eating people or making your rooms the right size. Too many negative happiness effects, I'd rather just put a dead colonist in a gibbet cage in everyone's rooms and get them shot when they start having a mental break.
#14
Ideas / Re: Fire Extinguisher Research
March 11, 2014, 11:24:31 PM
Quote from: UrbanBourbon on March 11, 2014, 04:06:04 PM
Pause and draw some home zone over the burning colonist. Assign someone to put out the fire on him. Unpause. Bothersome? Yes. Better than watching him burn? Yes... probably.
Well now I feel stupid.
Quote from: UrbanBourbon on March 11, 2014, 04:06:04 PM
you have to work on your designs then! :D Focus on the fire safety and accessibility as well. I think of it as one of the gameplay elements.
Actually, I'm talking about big structures, your colonists can't walk into the structure to put out the fire. Like a steam generator, or nutrient paste dispenser. Now I know roofing is an option, but if fire spreads towards the middle naturally or a raider with a molotov gets to it, it's gone, no fighting that fire.
#15
Ideas / Re: Fire Extinguisher Research
March 11, 2014, 12:59:02 AM
One thing I've noticed on the topic of fires is that I can't get a colonist to extinguish another outside of their homezone, so they just have to burn until I can carry them back.

On this topic I'd say just make the research cause colonists to put out fires faster, or if it would be feasible to add fire extinguishers, give them some range. A lot of my big buildings go down because my colonists can't reach the fire in the middle of it, I've even had a fire from a stray bolt in a dry storm slowly destroy my steam generator.