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Topics - Solanus

#1
I am having a problem where my doctors (13 & 12 skill) are fixing up minor wounds, either with herbal medicine or standard, and the display message pops up "poor quality, 0% chance of good quality". This was working perfectly well for the first 6-7 months of the colony, but now is not. No real harm caused, but very frustrating and a strong enough excuse to start over again (it doesn't take a lot for me, but still).
#2
Ideas / On Demand
February 17, 2014, 10:29:04 AM
Certain objects in the game currently have a constant power draw despite only using power in a realistic sense when they actuate.  This would include the doors (which, for now, I only keep powered in high-traffic areas), comms consoles, and nutrient paste dispensers.  Other objects, namely the standing lights, may have a need to be on all the time or could be more demand-driven, especially bedroom lights.

While micromanagement can allow for these objects to be powered more frugally, it's often hard to justify the effort for the savings.  But should these objects have a more efficient version, either a complete change or as a researched option?
#3
Ideas / Salvage the Crash
February 10, 2014, 09:43:44 PM
This is my first post here in the forums, and I wanted to make it a good one, so I'm going to throw out an idea or three that I've had since starting to play the game last month.

I think the use of "Gilligan tech" is a bit much, at this point of development, with many technologies usable out of the gate without anything on hand beyond raw metal and hand-held tools (advanced or not).  I would think that the survivors would have to rely on salvaging parts and materials off of crashed starship sections, including the lifepods and lifeboats that people would arrive in.  In addition to raw materials (rather than just "metal") that can be stripped from wrecks, there would be two additional things available: parts and components.

"Parts" are full-on technological bits (e.g., functioning viewing screens, CPUs, small electric motors) that don't specifically perform a larger function on their own, but can be used to assemble a "building", piece of "furniture", or other object.  Rather than specifically identifying all of the bits separately, the parts quantity abstractly represents the amount of functional elements available for building any tech device.  Parts can be recovered from wrecks and damaged constructions at the player's camp (and possibly other camps).

"Components" are larger, more complete and intact sections of specific key constructions, like the synthesis chamber for a nutrient paste dispenser or the motion sensor for an automated turret.  When salvaged from wrecks, these will more than likely be damaged and in need of repair before they can be used to create a new construction.  If this is the first time working with the component, the survivors will need to research how to fix it at the research table before they can attempt construction.  Once the component can be and is fixed, the player can click on it (damaged and fixed components can be stored on a shelving unit) to bring up the option to construct the full object, which is then completed just as normal.

As mentioned earlier, these "parts" and "components" are initially retrieved from "wrecks", sections of ships (or their launches) that crashed on the planet surface in various states of damage.  These wrecks would be used in lieu of the normal dispersals of food or metal periodically strewn across an area of the map.  When survivors explore a wreck, some of the materials, food, parts, and components will be lying loose in the crash site, while others can be readily stripped from the wreckage.  Stripping takes a little bit of time, but allows for (semi-random) bits and pieces to be recovered.

Some wrecks (especially the initial lifeboat the first three survivors arrive in) will be more intact than others, with working objects inside, but with limited and draining power/supplies.  These could include an auto-doc table that could heal a survivor more quickly without having a doctor tending the patient, or an intact cabin with oxygen supply and temperature management (if these become included in the game).  Because these have limited long-term usefulness, they would likely not be unbalancing overall, but would offer a temporary boon to the survivors and provide a source of components and parts for later research and construction.

Another couple of things that might be recoverable in the wrecks would be "equipment" and "wearables", objects that would help out the survivors in performing their activities.  "Equipment" would be any advanced tool to perform tasks easier or faster, like pneumatic picks, medkits, powered garden tools, hydraulic bolt cutters, etc., which would be picked up from an equipment rack and used when needed.  "Wearables" would be any variation on clothing worn by the survivors to improve their survivability, including body armor, supplemental oxygen or air filters, pest dissuasion emitters, etc.  If the combination might be too much, you could combine the two under a single "equipment" category, allowing only one at a time, and then allow the research and construction of combo-equipment, like a miner's suit (with air, light, and pneumatic pick).

Got some additional ideas flowing through me on this, but I'll stop here for the moment.  Please let me know what you think.