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Messages - hector212121

#1
Ideas / Re: Some counterplay against drop pods
February 16, 2019, 01:10:29 PM
How about adding automated anti-aircraft turrets and having drop pods spawn in as actual objects for 15-30 seconds before landing? A destroyed drop pod results in a crippled human or a somewhat damaged mechanoid. Scythers and lancers should be on their last legs and centipedes just dinged up a bit.

Also, anti-aircraft turrets should take potshops at ship parts while they're landing.
#2
Releases / Re: [A16][MODLIST] Glitter Tech
January 18, 2017, 10:36:30 AM
Quote from: asquirrel on January 11, 2017, 11:40:44 AM
Hey, I bought one of those brainpal modules and my nitwit doctor had a failure during the install.  He ended up damaging the module.  Is there any way I can repair it or should I either just eat the loss and try to sell it or deconstruct it?  Thanks for the info!

Why not hold onto it in case someone got braindamaged enough that it's a improvement?
#3
Ideas / Mass Assign Allowed Areas
January 18, 2017, 06:39:40 AM
Look, the fact is, NOBODY wants to manage 90 chickens during a crisis.Scrolling through and dragging the mouse over my safehouse allowed area is nothing but sheer tedium, and i would appreciate the ability to instantly assign all my animals a allowed area.
#4
I would suggest that placebo effects give around 5% boosts to things when the guy prays. So praying over someone who's conscious but dying of a infection would give them +5% blood filtration, for instance.
#5
Ideas / Re: Anti-Mechanite Dialysis--AMD
January 18, 2017, 06:30:56 AM
What part of 'a hefty chance of death even if everything goes right' sounds like magicking it away?

Also, permanent(without more luciferium) damage would cripple the character even if that didn't happen.
#6
Ideas / Anti-Mechanite Dialysis--AMD
January 17, 2017, 08:30:02 PM
How about a treatment that purges the body of mechanites, requiring a hospital bed, special research, and ~15 glitterworld medicine? It could cure luciferium dependencies at the cost of semi-permanent damage(Scars, or maybe it's own issue) that can only be cured by taking luciferium again, and a hefty chance of death even with surgery success.

When used on non-luciferium mechanites, however, it simply instantly cures the mechanites. Done. No damage, no death. If it's done right.

A failed operation would either cause it's own issue or simply inflict toxic buildup when not treating luciferium, or cause instant death if you are treating luciferium.
#7
No, just for the AI to learn how to medically treat people. Since the neutrotrainer contains a bunch of information--enough to bring someone up to 20 if they have prior experience--i figure it could teach the AI
#8
Ideas / Re: Anti-Predator Turrets
January 17, 2017, 06:01:08 AM
It's just easier to keep them free range. :P
#9
What about adding a medicine neurotrainer as a database for the AI core to access?

Also, I'd recommend Plasteel over Steel.
#10
Ideas / Anti-Predator Turrets
January 16, 2017, 05:50:08 PM
Basically, I want all wild predators to be autotargeted by turrets. Or at least a option for it.

It's bad enough I have wild rabbits eating my corn. But panthers and cobras eating my chickens? HECK NO.
#11
Ideas / Conduit Repair Mechanites
January 16, 2017, 05:47:27 PM
Basically, a treatment that can be applied to a conduit to prevent explosions permanently with mechanites performing constant maintenance on it. This should be somewhat expensive, around 50$ a conduit and take a decent amount of work from a builder, yet be easy to obtain in large amounts(say, on average 40 are sold per exotic goods merchant). Perhaps with research required to apply, and once the research is done it unlocks a order to apply the mechanites with click-and-drag?

So you'd still want to be sparing with conduits, but it'd no longer be a pressing issue that you NEVER have any conduits or anything like that.
#12
Hmmmm, how about goblins? For that matter, magic-based shields--could have lower capacity but much higher recharge, or alternately allow shooting but be worse overall.
#13
Bugs / Re: [a15]Psychic Recruits
October 04, 2016, 12:35:53 PM
I was thinking of it from the stance of who gets the relation debuff, not the mood debuff... shrug
#14
Bugs / [a15]Psychic Recruits
October 04, 2016, 12:19:05 PM
People walk into my camp instantly knowing that my chef butchers people and that my warden sells prisoners. I personally consider this a bug, even if it might not be a unintentional thing.
#15
I don't know how many people do this, but when i noticed that two of my colonists weren't good on relations, i basically grabbed the one with the worse opinion and ordered them to punch a muffalo, just so the other could rescue them.

Take that, bad relationships! Now you have to overcome +15 to insult each other!