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 - mbos14

#1
So i am playing on an ice sheet biome since i want some challange. But i keep getting the problem where when my colonist get to cleaning they first clean snow where marked and then clean the base
this is kinda anoying since you get a debuf from the dirt and not the snow(walking not mood).

so maybe a mod that makes a job system like gnomoria but i bit more freedom in workshop chioces.
a robot that does nothing but snow removal.(i know there is a mod that adds robot but its not updated yet)
switch around cleaning snow and cleaning dirt around in the code ?
#2
Ideas / Global prisoner settings.
December 24, 2014, 09:42:41 AM
Maybe not as grand as other ideas. But it might make a few things a bit easyer.

A global prisoner setting. So that when a prisoner gets captured it will have the settings you want from the moment it is in your prison.
#3
Ideas / Hunting Traps
December 24, 2014, 09:39:35 AM
I have had a few times where i forgot to keep an eye on my meat store's.

So how about adding traps.(snare's and such).
2 types of traps:
1. small onces. for boomrats, rabbits and other small animals.(cloth/iron and wood
2. Large onces. For elk, muffelo and other large animals.(needs research)(mostly iron and maybe some wood?)

The change of it capturing something depends on the hunter skill the higher the skill the better they are at hiding the trap, baiting the trap and covering up there smell.

Bonus if a raider walks over it they can get damaged. (big once might even take of a foot).
#4
Ideas / Not capture. But Help!
December 24, 2014, 09:25:32 AM
I have had a few times that i let poeple die, because there where my allies and didnt want to capture them and piss of my allies. Maybe an idea is instead of capture them get the option to help them.

What it does is the person you give the order will go get that person you clicked on and moves him to a colonist medical bed(not a prison one). After they get better they will leave and you will get a better reputation with them.
#5
Ideas / Skeletons not marked as corpse.
December 14, 2014, 09:23:18 AM
maybe make it so that skeletons from animals and humans are not marked as corpses. Or atleast for the animals. Might make it easyer to burn the right thing and not have it fill up the butcher stockpile.
#6
Bugs / "Do until you have X" not working. Alpha 8b
December 14, 2014, 09:19:37 AM
"Do until you have X" is not working for some of the workbenches. Maybe for some it is done on purpose. But i used it a lot for the stone cutters table. Is this a bug or is this intended.
#7
These are some things I thought that might be nice to see added to the game while I was playing it.

Building.
-Pasture(closed of area for animals to be kept)(new food type meat).(having different types of food to eat will make people happier)..
-Incinerator(can burn garbage and death bodies/animals(uses gas canisters to do this))(still better to bury your colonist since burning them will give negative thoughts to the people).
-Gas Generator(uses gas to make electricity)(needs to be built on gas well).
-kitchen appliances(like stoves and other things used to cook)(can use gas canisters or electricity)
-more pleasure stuff for the people to make them happier(like couches, TV’s, weights, etc.).
-new type of stone floor that also looks good.
-transportations(hover bikes for short range and maybe even trains for long range).
-shield generator(protects you from solar flares. cost a lot of energy in return).
-lightning rod( annoyed by the lightning destroying your stuff or setting your colonist on fire)(will draw lightning towards it and send it into the ground).
-charge station(allows miner hats to be charged).
-fire suppression system(will put out fire in a small radius around it).
-medical bed(allows if you have a doctor for the really wounded to be healed to 70 % health or sick to be healed from there sickness(uses those medic boxes to heal them).

Research
-kitchen appliances(unlocks the ability to make better foods if you have a cook)
-incinerator(unlocks the ability to burn stuff)(also unlocks a gas canner which you place on gas wells).
-transportations(unlocks new ways of moving around).
-shield(unlocks the ability to build shield generators that will protect you from solar flares.)
-convertor upgrade(allows you to use some of the electricity the lightning rod catches)
-fire suppression(unlocks fire suppression system and will let you colonist use fire extinguisher which lets them put out fire faster and further away from them. this can help with that annoying case where fire is in the middle of a large structure like the solar panel where the colonist can’t beat it out).

worldgen
-gas well.
-pirate strongholds/colonies(those pirates that ran away need to go somewhere).
-other colonies.

trade
-farming vessels will now carry new types of seed you can buy and farm.(having different types of food to eat will make people happier).
-industrial vessel now sells Vehicles if you have it researched also will now sell miner hats(you need to equip people with it just like with guns).

skill
-be able to select someone to be a cook.
-explorer the higher the skill the faster new areas are explored.
-mechanic can repair vehicles.

event
-outbreak( a disease has broken out in your colony tread them before the die).

exploration
-Be able to send out small groups of people to explore new areas.
this will allow bigger colonies(more people).
-find large pirate strongholds you could destroy.
-find other colonies with who you could trade or raid/attack.

I know this isn’t something you just put into the game. but I do hope this gifs you some ideas of stuff you could put into it.