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Messages - TheClassiness

#1
Bugs / Surgery Success Chance
February 11, 2017, 07:04:21 PM
I have a colonist who needs a bionic eye installed. I made sure to assign my best surgeon, using a hospital bed, vitals monitor, sanitary tiles (with no dirtiness), and the doctor has full needs (unsure if this affects it). With a whopping success chance of 102%, he manages to decapitate the patient. I am unsure if I am simply misreading something, or if there's other factors in play, but this seems a bit excessive none the less. Almost makes any kind of surgery a death sentence.
#2
Ideas / Operation Fail Chance Abnormally High
December 20, 2016, 09:49:43 PM
I don't know if anyone else has been encountering this, but I find myself having to savescum the instant an operation is about to be completed because of the insane amount of times my colonists have been assassinated. My most recent example is when my medicine 9 doctor, who operated in a clean, sterile tiled, hospital bed with beautiful surroundings, max consciousness, and with bionic arm completely stabbed a colonist to death trying to install a simple prosthetic leg.

I understand that losing, misery, and death are one of the most fun parts of the game and make for dramatic stories (I've been playing since Alpha 1), however this does not make for a fun experience or good storytelling. I have done nearly everything in my power to make this operation go correctly, spent easily over 3000 worth of resources to build this hospital, and spent 600 on a leg, only to keep assassinating my colonists.

I am unsure if this is a new bug, or a simple tuning from Tynan, but I really recommend that it's changed or adjusted in some way. Catastrophic failures happening 4 times in a row is pretty insane.
#3
Bugs / Re: Plants Disappearing?
September 06, 2016, 08:39:44 PM
I think I realize the problem. The poison ship part, I kinda disregarded it as I assumed it only killed plants in a certain radius around it (aka the snow around it), not some invisible radius that kills plants.

My bad, just learning about the game even three years after I started playing. xD
#4
Bugs / Plants Disappearing?
September 05, 2016, 11:16:02 PM
Plants seemingly disappear into thin air, even when proper growing conditions are met. The temperature is +17C outside, yet plants are disappearing as if they're too cold and dying.

I know some of my crops are being eaten by animals as I've seen, but they're literally just poofing in front of my eyes. Just an ordinary growing plot outside, on some 100% fertile dirt.
#5
Ideas / Re: "I'm fixed!" status
April 14, 2016, 10:21:36 PM
I've always been a big fan of the medical system so tying in some thoughts that make your game harder and easier is something that'd be really interesting. As it stands you don't really need an amazing doctor, so having one that can perform surgeries successfully and treat things reliably would really be important.
#6
Ideas / "I'm fixed!" status
April 14, 2016, 09:40:30 PM
One of the things about my colonists that always weirds me out is that they seem perfectly fine with losing a huge amount of their vision or hearing without any kind of second thought. Surely if you were to sustain a permanent injury you'd be pretty depressed about it, seeing as how your whole life has been changed.

My idea is that colonists should have negative thoughts towards being permanently injured, depending on the severity of the injury. If a colonist were to lose 50% of their vision, they should suffer something along the lines of "My body will never be the same. -5 Mood (5 days)" whereas a missing leg or arm or hand would simply give the colonist a -10 mood.

However, as you can probably guess from the title, this shouldn't be strictly negative. How many times have you been sick or hurt and when you finally get better you start appreciating all of the little things you didn't have for a while (like breathing through your nose, for example.) I think that same feeling should be replicated, again, depending on what's fixed and how severely it was damaged. The mood should give something along the lines of "My body has been repaired to what it once was. This is great! +10 mood (5 days)"

Thank you for reading, and any suggestions or tweaks would be great!
#7
Yeah, obviously this would need a lot of balancing when it comes to raids so you're not just getting burned down to the ground while everyone is in bed, but it's just makes wounds seem like a joke when you can make a full recovery in a few hours.
#8
The only one close to this would be the Realistic Weapons mod, but that usually involves people dying in one shot.
#9
Ideas / Wound Severity and Heal Time Mod Request
June 25, 2015, 08:42:06 PM
Anybody else feel like the wounds in the game just aren't severe enough? You only really have to worry if a colonist gets hit in the brain or loses a limb, because literally every single other wound just heals up in a day or two, even if your colonist got shot 16 times, burned, and then left out to bleed for half the day.

I would greatly appreciate a mod made that tweaks the heal times of wounds as well as the effect that wounds have on colonists as, in my opinion, the medical system feels kinda wasted. I don't really want my colonists to die in one shot, but being shot in the leg usually means you can't walk for quite a while, not in a few hours. Maybe a system that acts as if a limb is completely useless if damaged enough, and results in the colonist being stuck in bed for a while.

If a mod like this already exists and I just didn't look hard enough, feel free to direct me to it.
#10
Ideas / Re: Organ Scarring
January 02, 2015, 05:55:22 PM
Yes, I'm aware that brains and eyes will always scar, but the chances of scarring with organs/bones doesn't really seem noticeable. I know badly treating something will give it higher chances, but the recovery times between getting shot in the heart and being able to function at normal efficiency is way too low. I feel with this game the only time you'd want to care about where they're hit is if it's the eyes, brain, or a part is destroyed. Otherwise my colonist could have a body part with 1 health and not care, since I know they'll be fine in a few days.
#11
Ideas / Re: Reaction Line of Sight
December 31, 2014, 05:12:49 AM
I already feel a Soylent Green colony coming on.
#12
Ideas / Re: Scavenging animals.
December 31, 2014, 05:10:59 AM
It would definitely be interesting, just the animals interacting with each other and with the colony would be awesome. Animals eating each other, territorial animals like moose and wolves, and infestations are all interesting problems to deal with. Although there might have to be some changes to the Colonist AI, like a "No Walk Zone" so people aren't thrusting themselves into a wolf den.
#13
Ideas / Re: A 'Recall to Base' Button
December 31, 2014, 05:07:27 AM
This is basically the "Burrow" function in Dwarf Fortress. I'd also like if undrafted colonists would naturally try to run away from threats instead of taking a few hits, continue doing their work, and then dying. With this idea I could make a "Everything is falling apart, hide and cry" bunker.
#14
This has already been confirmed to be added into the game eventually, but I strongly support that the relationship system should be in depth. Currently the pawns are mostly the same, with some strange quirks like Psychopath and Sanguine, but otherwise they're all the same. With this, an actual in-depth story could form. One colonist dying doesn't just give the "Witnessed ally die" debuff, it sends a shockwave throughout the colony, like it should. Although I'd also be interested in seeing a "Blames X for Lover's Death" or "Lover is injured" debuffs as well.
#15
Ideas / Re: Level up notification
December 31, 2014, 04:57:56 AM
Definitely agree, pawn leveling seems to just be something that happens in the background and you don't really notice improving. Stats are only really important when you get a new colonist and early game.