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Messages - Peng Qi

#1
There should also be a pretty big boost if you "rescue" the pawn instead of "capturing" it. Currently there appears to be no reason to rescue a drop pod pawn.
#3
Ideas / Savant Animals Should Become Colonists
August 25, 2016, 05:55:29 AM
I had one of my animals get shot in the brain and become a savant, but unfortunately that doesn't do anything for animals.

I think it would be fun and hilarious if savant animals became treated like regular colonists, excepting of course that they continue to have their dietary restrictions and sleep in animal beds.

The coding to enable this would also enable us to add traits like "vegetarian" or "meat lover" to the game, providing mood penalties if the pawn in question can't access their dietary preference.
#4
If there were upvotes here this would get one from me.
#5
Seriously though. It's perfect. What better place to roll a joint than the floor like a dirty hippie?
#6
A scenario for tribals could be to build up enough people and weapons and the like to return to your ancestral home and destroy the robots infesting it, abandoning your current settlement and going to a randomly-selected area with a ruined settlement in it. Afterward you rebuild from scratch in the new biome.
#7
Could also just change hoppers so you can build them anywhere and configure storage.
#8
Ideas / Re: Heat Wave + Solar Flare is Terminal
August 22, 2016, 07:19:11 AM
Honestly there just need to be more tribal-level solutions to heat and that solves the problem.

Apparently high temperature in caves is not WAD though.
#9
Ideas / Re: What is the deal with insect hives?
August 21, 2016, 11:14:54 PM
Quote from: twoski on August 21, 2016, 10:43:33 PM
are they super flammable? because i doubt the fire would work on a rock floor.

it would be cool if there was like, a flaregun that shot long range projectiles that start a fire on one tile.
Like the Incendiary Launcher?
#10
Managing animals should be a lot more important.

When I first started playing again I just assumed that if I overhunted animals they'd die out. That would be a good start.

Herds and shepherding should be in the game too. A shepherd would lead flocks around the map to plants so they can eat the natural flora.

Animals should also have much better AI; they should flee from predators that they notice instead of being completely indifferent to them.
#11
Ideas / Re: Surgery needs a buff/rework badly
August 21, 2016, 10:25:23 AM
Quote from: twoski on August 20, 2016, 07:41:03 PM
Making surgery not suck sounds like a straightforward coding project. If someone can give me a succinct list of things that should happen on failure etc. i could try doing it myself.
Amputations:
1. Reinfection of adjacent area.
2. Illness.

Transplants:
1. Organ rejection (requiring another transplant within a week or so).
2. Infection.
#12
They should also be a lot more effective in narrow gaps between hills/mountains.
#13
But you can just cancel any construction you don't want being done before repair. You can't cancel repairs.

There's literally no reason to make this change other than that you're lazy and don't want to use the cancel feature.
#14
Ideas / Re: Surgery needs a buff/rework badly
August 19, 2016, 10:12:53 PM
Quote from: lorebot on August 19, 2016, 05:59:13 PM
Quote from: Kraven Kor on August 19, 2016, 05:45:02 PM
Eh, civil war doctors would probably disagree with you. 

Gangrene killed more men than bullets alone.

That said, I support making surgery less risky once you have good infrastructure and supplies.

This was only the case because of the conditions under which surgery was performed. In most cases battlefield surgery in that era was done in a tent without any sort of sterile environment, and often without even sterile tools. There were simply far too many wounded to keep up with and they didn't have time to take even basic precautions at most battles. The weather and environments didn't help matters much. Most of the places that saw battle during the conflict were in the south where it was humid and hot which only made it easier for infections to set in.
Furthermore, even then it wasn't the amputation that killed the patient. It was the gangrene. Maybe amputations should be possible without medicine but have a high chance of a second infection.
#15
Ideas / Re: Surgery needs a buff/rework badly
August 19, 2016, 04:56:08 PM
Yeah, imagine if surgery were this dangerous in real life. Nobody would risk it!

Amputations were almost always successful before the advent of modern medicine. That means an amputation with herbal medicine and a moderate-skill doctor and no hospital bed probably ought to have a near-100% success rate on limb amputations. Heart transplants should be somewhat risky with modern tools, but with future tools should be pretty safe.