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Topics - Fearle55

#1
Hello,

Like lots of other people, I use many mods. These mods adds buildings and all kind of stuff to the game.
Problem is, that UI in current state, even after adding many UI improvment mods that already exist, gets cluttered easily.
It is not hard to end up with 4-5-6 rows of furniture in "Furniture" tab (especially when you don't use modpack, but handpicked mods. And all items from those mods land in one category). Another problem is that most of such items are good for early game only, and are pretty much not used afterwards.

Idea is to add "Hide" button, when "Right Click" or "Shift Click" on menu item, and select option "Hide". This would remove items from visible menu, removing clutter this way. Also option to show hidden items should be accessible somewhere as well.

This way you can leave anything you need. And hide what you don't need. You could also Hide tables you alredy built, to have better view on things you haven't built yet.

-Cheers
#2
Hi Everyone,
First of all: I know it is regular thread and not actual forum poll. Reason is, forum poll allows "5" options max. Since I wanted to give you fellas more options than "5". I resigned from doing regular poll. Now...

This poll is about possible solutions to problem of implementation of "SeedsPlease Mod" into modded game setups and modpacks by various autors.
As an attempt to finding some common ground between people this poll has been created.

Here are few ideas how could SeedsPlese Mod be integrated into the game, since there are those who love it and those who don't really love it. Unfortunately there is no good solution for both.

Idea #1
-Seeds would be completly removed. Grow to your hearts content.

Idea #2
-Seeds would be completly removed for low level plants. But would be required for high level plants. (Merchant only). There would be a % chance of seed return if lost due to weather or temperature. For high level plants.

Idea #3
-Seeds would be required for all plants regardless of their level. However they would be craftable in some way, or obtainable in other ways. Perhaps ability to buy low level seeds from !! any !! friendly merchant. Perhaps improvment to map-generator to include some areas that can be harvested for low level seeds or cultivated, some distance from base as a drawback.

Idea #4
-Seeds are required for all plants. Seeds could be crafted, or bought from merchant. Seeds could be improved by crafter on a table (one-time upgrade, one-time use) for either:
1. Longer growth period, but better weather resistance (perhaps winter proof after final research tier, but very slow growth), smaller food yield after harvested.
2. Faster growth period, normal weather resistance, better yield, no soil requirement (except for stone etc. ofc.), no seed return after harvested. (for quick food when necessery - to survive short term crysis at a cost).

Idea #5
-Seeds are required for all plants. Can be crafted or bought from merchant. Can be genetically engineered for weather and temperature resistance. Can be created in "3D printer" after final research chain.
To give player self sufficient supply and relive him of too much micromanagement in later game period. As a reward, after surviving early and mid game period of seed management.
Perhaps upgrade that makes your seeds permanent. Until you delete them. After plant gives yield it returns to 0% growth and starts again. Infinite loop. (After final tier research upgrade, and after high cost artificial seed production).

Idea #6
-Seeds are required for high level plants only. Normal growth rate and normal food yield after harvested. Perhaps ability to improve mood when eaten. Low level plant do not require seeds. However "Grower" would have to do more maintenance work to care for those low level plants. He would have to go to the field every now and then, or perhaps after rough weather to do "Farmland Care Job" to sustain development of those plants.
Or do work on the soil, like fertilizing. Basically it would be something like "building soil blocks" job, wouldn't require any materials, only big chunk of time. This way player would be able to survive, but losing 1 or 2 colonists to do work, without time to spare for other tasks. Until better ways of survival are opened.

Idea #7
-Seeds from Glitterworlds. Very expensive, very resistant to weather and temperature, very rare. Grow 1 year straight day and night - outdoors (if at least lit 30%). Give high amount of food every 10 or 15 days.
After 1 year is over they give last yield and have only 20% chance to return seed. Rest die and is lost forever.

Idea #8
-Seeds are normal, no additional changes to what they are now. Except after plant gives yield it gives 400% or seed return. Those additional seeds cannot be used to farm. They can only be used as a food syntesizer material for low level foods like "syntesizer paste etc.", Similar to mechanics that are alredy in place, but used as additional substitute source.

Idea #9
-Suggested by user "Morkul". Allow to plant trees or bushes, that have yield cycle and allow to be harvested few or many times a year without replanting. For example Apple trees etc. Another take at this is that harvested apple already have apple seeds inside it. So perhaps allow to use "apple" - food itself, as seed for new tree. // Remove seeds for perennial plants and change the current crop output to double as seeds.

Idea #10
-"Farming Manuals". Yup, you can't plant what you don't know how to cultivate. Simply put. You have to buy a book for certain plant first. Your "Grower" must read it, to learn the skill. Once he successfully learned the skill, he can grow this certain plant, without seeds. This gives you some early hurdle to overcome. Once thats done you're in the green.
As an additional challenge, only that specific "Grower" who learned that book can cultivate this certain plant (not whole colony) Book could be lost or added to library afterwards.
UPDATE: Perhaps ability to talk to visitors and strangers, and if successful, they could teach your "Grower" or colony how to grow specific plants. Or ability to go on adventure event with possibility to obtain knowledge.
//Thanks to TLHeart - I got this idea after reading his response.

POLL RESULT: POLL IN PROGRESS

Whew :)

Well those are ideas for now, It would be great to have some feedback from you guys. Those numbers and ratios aren't final. My idea is to take "3" "Ideas" with most votes, and create final conclusion "Idea", constructed from those "3" winning ideas.

For those of you, who are interested to vote here are the rules:

1. You can have max "2" "Votes" for max "2" different "Ideas". You can use 1 vote, or both, or none. Up to you.
1a. If you dislike every presented idea, but still want others to know your opionion write #Dislike. I will count dislikes and present number of them on 1st post after poll is closed.
2. Vote format: Write: Idea#1, Idea#2
3. If you have good idea to improve on existing idea write it under your vote. I may consider it for final idea construct.
4. Important!! Make your mind before you vote. I will be very hesistant to count votes in edited posts. If i include them or not is not decided. Depends on you guys.

Anything that changes or any additional info i may have missed etc. will be edited into this (1st) post.

I expect this poll to be open for 7-10 days, it all depends on amount of community interest.
-Cheers
#3
Mods / I have problem with drinking :(
November 01, 2015, 03:10:39 PM
Hi Guys,

As in the topic, I have problem with drinking :( And I need serious help!

... Related to the mods about brewing and similar stuff.
I noticed that colonists only use about 1/5 of all those brewed goodies. They drink tea, and coffe, and beer. However they completly ignore other kinds of goodies. They don't smoke weed (I mean autonomously), root beer, they don't eat candies or any other sweets, they don't use 80% of all others products related to this kind of items.

My question is, is it supposed to work like that? I noticed almost all items have some effect on health or moods, yet most of this stuff is treated like it is not there. And it is annoying to tell all colonists to eat it manually. Is it some kind of bug? Do those items need to be somehow supported by AI that is inconvinient or hard to do? Did anybody had similar issues? Am I missing something important?

-Cheers
#4
Mods / [ Mod Idea / Request ] New Worktype - Programmer
October 23, 2015, 05:50:00 AM
Hello ;)

I'd like to ask you guys if it would be possible to add new worktype - similar to mods like "Mending" or very interesting mod "Colony Manager", that would allow Colonists to become "Programmers".

Basicially, I was thinking about turrets, and defenses, since I play against zombies and enemies that come at me in crazy big waves sometimes, it is tedious to manually manage every drafted Colonist and micromanage them all the time, during fights.

So I think it would be great to have some ability especially in early to mid-game time zone to buff up defenses a little. And i don't mean infinite range lazers or 3 layers of embrasures. Just something with payoff if you invest into it.

The idea would be to place manned turret, but with possibility to develop AI routine by Programmer, so such turret could become more or less automated (but still with possibility to "man" it if you wanted to). This would help when you have little workforce in early game. Programmer could also program player-built androids (so they do not come with 20 points in selected ability anymore) but they would need to have new software uploaded and developed so to speak.

This could potencially also allow player to reverse engineer killed mechnoids perhaps, to become drones of some sort to utilize them (cleaning/hauling), not just dismantle. What do you guys think?

P.S. This i a little off-topic but... Around Alpha6-7 there was some kind of mod related to "Hive Mind", where you could place central computer, and implant prisoners or colonists microchip and they would become your workers, and they did not recive any good or bad moodlets from doing things. Other than that they were normal Colonists.
Is such mod still around somewhere? Does anybody know?

-Cheers
#5
Hello,

Since there is no denial how awesome and "blooming" mod business is, I would like you to present my idea for a mod, and if possible to be constructed, I would love to see it in the game ;D.

So... there is a bunch of mods related to "stocking" resources, they're neat but i feel that they lack somehow. You can make shields, bionic organs etc, but you can't get rid of ugly rooms with stockpile of crapjunk ;).

My idea is to make stockpiles "A Digital Repository of Resources" ADRR for short. Don't ask me how i came out with that name, it just made it up :P.

Here are things you would need:
- Main Computer (Logistics Center) - like central HUB;
- Scanner (Desintegrator) - to scan items that are put on it - [ Similar to 3D Printer Mod ];
- Printer (Reintegrator?) - to re-make items you disintegrated;
- Nano-Quantum Expandable Harddrive (ExHDD) - your storage space;

How it works:
Colonist brings item to [Desintegrator] this item is removed from the worldspace - digital copy is made. This digital copy is written to the hard drive (just like data on real computer) it exists only virtually now. To take item from digital storage Colonists use [Reintegrator?] - item is brought into worldspace again - and removed from digital copy - from [ExHDD]. [ExHDD] can keep only certain amount of stacks, thats why you need to have a building that can be expanded i.e. put few adjacent [ExHDD] to increase storage size. Similar to real world data center.

That is idea in nutshell. If you guys like it / can make it then I can expand this post to include additional ideas.

Pros:
- Get rid of junkyards,
- Easier access to resources,
- Make [Reintegrator] across some distance from HUB for easier access to materials far away (since it is digital copy)
- Shorter working hours for your peons and slaves...I mean Colonists and Refugees,
- Clean world, for good health of small kittens,

Cons: (- to make such awesome technology not to overpowered)
- Consume a lot of power,
- Need for time-to-time data defragmentation - this would deny any access to resources for amount of time dependant on amount of harddrive space used. Make defragmentation at nights!
- Generate lots of heat, make cooling system or burn your stockpile to hell,
- Power loss to Central HUB / HDD would make you loose random (very small) amount of random items every second
as if your data is corrupted. High level "Crafter" could help fix problem perhaps, when power is back. No good "Crafter"? Items go bye-bye.

Well, there is more, when and "if" you guys like it. I pontencially could detail this more.

Hope to hear your responses / ideas!

-Cheers ;)

[Edit: Fixed some typos]