Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - JonoRig

#1
I've just attempted to replace a lost leg with a simple prosthetic. My doctors have 14 skill each, glitterworld medicine and sterile floors (unfortunately not researched medical beds yet).

I bought two legs, and both times surgery failed, and I lost those legs. Why does an accidental cut on the arm now entirely remove prosthetics from the game? It's kinda dumb, at least to me... Glad I didn't waste a tonne of money on bionics
#2
I have been trying to close off an area for the last 10 minutes or so, but every time someone builds a wall chunk, they always do it on the inside of what I'm trying to wall off.

I even attempted to use zoning, but my guys left the zoned area to build the wall on the opposite side to where I want them to be.

Does anyone know if pawns have a build direction preference? Or are mine just being especially dumb today?

;D
#3
Hi;

Is it possible for someone to make a mod for the new Joy system that lets you build bookshelves, to store books which can be bought, sold and made; and a writing desk for colonists to write books during their joy time, so you cannot force them to write them (if thats possible, make them a side effect production of "writing book" joy activity).

And i remember there being a target mod, so how about a shooting range fun activity, like the horse shoe stake thingy, but using the gun they have equipped, improving shooting a *little* more than the horse shoe activity.
#4
Ideas / Item Priorities
December 19, 2014, 09:25:28 AM
Hey. So this is a simple suggestion, why not have the ability to, in some menu, state what order a colonist will use stuff, so for example, I would want to use herbal medicine before real medicine,before glitter medicine. Likewise I would tell my colonists to eat lavish, fine, simple, paste, berries, potatoes, then ration packs. Etc
#5
Ideas / Allied/Market Zones
December 15, 2014, 09:22:38 AM
Hey, sorry to be making so many new threads (had i known i was going to, i would of turned them into one thread, but i'm too lazy now)

Having been playing with Haplo's Miscellaneous mod, and rather enjoying the Traders that visit; as well as past suggestions about making Embassies, hotels etc for other factions to "settle in" i thought, why not have a system that is like the home function, but it causes allies to gravitate to. Whatever you build in there, they can utilise like it is their own base, and can have representatives from many factions, but more importantly, they can build in there, like, they can have a "market stall" for each faction, so they can trade between themselves (if thats possible) and most importantly you, as well as allow you to increase rep with each, and a place to heal allied and neutral pawns (build hospital beds in the region and their allies automatically bring them there, and heal them, but so will your doctors, as well as providing them with medication if you have enough spare)

The downside to this Economic growth zone, is that you are expected to defend it, and supply it; so there will be a few armed allies there, and any visitors will stay there (and occasionally walk into your base if theyre nosy) but you need to build the defenses around it, for if it gets attacked to damaged, it lowers your rep with the factions (but not make them hostile unless you purposefully raid it yourself) and so less items will be available for you to trade, or lower rated factions will pull out entirely; this would also lower the chances of those pesky visitors getting in the way of your hunters, or even in the middle of your kill boxes.

Also, to prevent exploitation of walling people in and roasting them, AI has the ability to create doors to escape at any time, and if player controlled items cause the death, and subsequent theft of their property, the economic groups involved will "hire" a large mercenary team to attack you, or create a posse and try to get their stuff back and/or revenge for killing their people
#6
Ideas / Smoothing Stone Walls
December 15, 2014, 07:49:22 AM
I'm sorry if this has been suggested somewhere, but visually something bugs me

Now, i like the Textures of the freshly mined wall; it does look like its meant to be natural; however, when i am building my base in or around mountains, there are times i don't want to build a wall on every face, and the wobbly texture starts to annoy me. We already have smooth stone floors, so why not add in the options to smooth out rock walls. Maybe it only minimally reduces ugly environment mood penalty, or not at all, but i would just like the option for my own personal aesthetics haha.
#7
Ideas / Campfires and the dangers of frozen food
December 11, 2014, 08:44:05 AM
So i just had my first (very short) play through of the new alpha, and i noticed that you can freeze foods to keep them indefinitely, i also saw my colonists quite happily chomping on frozen potatoes.

in real life you do not eaten frozen for a lot of reasons, its unpleasant, its probably not good for you in itself, and the potential of food poisoning such as Listeria. Therefore i think there should be downsides more so then mood affects to frozen foods, maybe a small chance of getting ill, what with our lovely disease mechanic, and my solution to early game frozen stuffs would be the campfires.

like a cooking stove, the campfire could have bills attached to create "cooked" foods, as in rename it to "cooked potato" "cooked meat" , whilst such things do not completely remove the chances of getting sick, they would minimise it until food can be prepared properly and safely, and negate some or the eating raw mood effects, maybe make it similar to nutrient paste, as lets face it, i dont wanna eat a potato i just set fire to haha