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Messages - ttc

#1
Ideas / Have events affect personalities
February 01, 2017, 12:55:46 AM
I think events in the game should have the power to affect/change peoples traits.

Some examples:


  • Being burned mostly to death could give someone a fear/inability to firefight.
  • Being trampled mostly to death when a pack revenge happens while hunting might make someone give up on hunting/shooting
  • Having your lover/spouse/family on fire might cause someone to overcome their fear of firefighting
  • Hauling stuff day in and day out for years might make someone snap and refuse to haul anymore
  • your doctor loses one too many patients under his care and decides to retire

Any other ideas?
#2
Ideas / Re: Your Cheapest Ideas
November 07, 2016, 06:05:36 PM
Quote from: Grimreaperz on November 07, 2016, 11:51:56 AM
Don't know how cheap it would be but add names of friends colonists into random name pool for raiders and traders?  :)

If you open up the game options there's a few boxes there where you can put in your friends names.
#3
Ideas / Colonist leaves due to [reason]
October 16, 2016, 06:40:26 PM
Just as we get random wanderers or convince prisoners to join up with us, I think it would add to the game if people could also leave. Some ideas off the top of my head:

  • Someone who is really unhappy due to [reason] decides they've had enough with your terrible colony and they might be better off elsewhere - maybe this could be a mental break type that triggers after repeated breaks.
  • Someone has family visit and the family member talks up how good their village is, so they leave with them
  • Someone has a messy divorce/split and can't bear the sight of their ex, so they leave
  • A psychopath who is quite bloodthirsty is disappointed that your colony doesn't have enough bloodshed and runs off with the group of raiders, maybe grabbing whatever valuables are not nailed down at the time

Someone leaving could give a negative mood hit to colonists who liked the person, maybe a bigger hit depending on the amount of time they've been in the colony. It could also give a mood boost to anyone who didn't like them.

When you get the notification that colonist is leaving, you could try to arrest them and convince them to stay.
#4
Outdated / Re: [A15] [MODLIST] ItchyFlea's Small Mods
October 10, 2016, 10:50:49 PM
Love your mods. Thanks so much for all your hard work.

A couple of questions/suggestions:

1. With the medical training/autopsy table, is it possible to make it so the floor can be smoothed/altered underneath it? You seem to be able to do this with quite a few production tables etc, but not the autopsy one. Alternatively, could you make it re-installable?

2. What do you think about being able to do dissections/medical investigation on your live (but downed) enemies for a bigger xp gain but a mood debuff if not a psychopath?
#5
Ideas / Re: Dreaming
October 06, 2016, 09:17:32 PM
I know that I have arrived at the solution to a problem in my sleep before. Maybe someone who has spent x hours in the previous day researching could have a chance to dream about the research overnight and get a research speed boost the following day.

Mystics/shamans could have dreams that tell the future - "a cold snap will be arriving soon."
#6
Ideas / Re: Dreaming
October 06, 2016, 02:09:41 AM
Quote from: cmitc1 on October 06, 2016, 12:35:16 AM
possible new items if this is added,

Dream catcher-lowers the chances of a nightmare of those who sleep by it.

Maybe a more high-tech/less mystical name such as a "sleep normaliser" - maybe end-game researched tech/item that is put next to a bed like the vitals monitor.
#7
Ideas / Dreaming
October 06, 2016, 12:28:27 AM
I was thinking that dreaming/nightmares could add some spice to the fairly tame downtime at night. A good dream could add a mood buff for a period of time. A bad dream gives a mood debuff, a nightmare could wake someone up and make it so they couldn't go back to sleep for a period of time plus a debuff. Night terrors could trigger a fight or flight response causing someone to either lash out at someone sharing the bed or flee in panic. Trauma that a colonist experienced in the past could make nightmares more likely. Good events (weddings, parties, bonded animal, etc) could increase the chance of good dreams.  Someone who has frequent nightmares might require sleeping tablets to get through the night which could also be another addiction/OD chance.
#8
Ideas / Re: Increase seed floating time
October 04, 2016, 07:07:10 AM
This is glorious! For the first time the middle of my map isn't a barren wasteland!
#9
Ideas / Re: Your Cheapest Ideas
September 30, 2016, 10:23:14 PM
Allow Permadeath to be turned on (but not off) after a game has been created.

I prefer to play permadeath, but the default is that it's not checked. When I roll a new start, it annoys me that I can't enable it. It should probably have a warning that this is a one way thing that can't be undone.
#10
Ideas / Re: Increase seed floating time
September 26, 2016, 02:00:29 AM
Thanks so much for the mod. I'm downloading it now to give it a try. When you say the FPS takes a beating, what kind of performance drop are you talking about?
#11
Ideas / Increase seed floating time
September 24, 2016, 07:32:58 PM
Apparently seeds float in from the edges of the map then fall to the ground and start growing new grass and trees. All my games end up with a ring of vegetation around the outside of the map and a denuded circle of bare earth in the middle. Can the floating time be increased/randomised so that we can get some grass and trees in the middle?
#12
Ideas / Re: Your Cheapest Ideas
August 16, 2016, 08:04:00 AM
When an infestation event occurs that includes multiple infestations at the same time, please send an envelope for each location that hives have appeared.
#13
I think your existing colonists should get a mood debuff if you successfully recruit someone who was only recently trying to kill them. They should be filled with suspicion and distrust and it should wear off over a period of days/weeks.

Selling someone who only recently tried to kill you should be a mood buff - justice!! - Except for people who have a high sensitivity/caring.

#14
Bugs / Re: Raider Bug.....
April 11, 2016, 11:34:53 PM
Quote from: ison on April 11, 2016, 10:36:41 AM
hmm, it doesn't look like your colony is big enough to trigger such raids

Planetary invasion event?
#15
Ideas / Re: Your Cheapest Ideas
March 14, 2016, 08:20:22 PM
Forbidden zones. Please allow us to create a zone that no pawn will ever walk into for any reason.