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Topics - Facepunch

#1
Mods / [Mod Request] Forced Labour
March 18, 2018, 03:07:48 AM
Simple request, I swear there was a mod that already did this, but I've spent the last few hours searching and either I'm brain dead or its been taken down. Just a simple mod making it possible to force prisoners to do work for your colony.

If this mod already exists, I would be very appreciative if you could point me in the right direction.
#2
I'm gonna start by saying I'm a bit of a realism addict. Combat Realism gives me about half my fix, and EPOE another quarter or so, but what I want, is for people to not die instantly from liver failure. In reality, it takes a day or so. I suggest that gradual onset illnesses should be used in place of instant death, and for more than just the liver. I also believe that, once damaged, organs should not heal properly. They can heal a few points of health at most. The heart, once damaged, is permanently scarred, for example.
Some of my ideas are:

Hepatic failure: Happens when the liver is severely damaged, or destroyed. With a destroyed liver, this condition will kill you in roughly 24 hours. Can be reversed by liver transplant, or slowed with medications. This condition only occurs when the liver is operating at 60% or less capacity.

Renal failure: Happens when your kidneys are severely damaged, or destroyed. Can be treated long-term with somewhat expensive dialysis, or permanently with kidney transplants. This condition occurs only when your total kidney capacity (Average between both) is 30% or less.

Circulatory failure: Happens when your heart is severely damaged. This is a chronic condition which will weaken the pawn over time, leading to decreased sleep efficiency, weakness, decrease in efficiency of other organs (Which can then lead to their respective failure types), and their eventual death. How long they survive with this disease is dependent on the extent of heart damage sustained.  There is no treatment for this disease, save a heart transplant. This condition occurs when the heart is below 100% capacity.

Respiratory failure: Happens when your lungs are severely damaged or destroyed. Similar affects to the above, this is also a chronic condition. There are limited treatments available, most effective is a transplant. This condition occurs when the lungs are below an average 75% capacity.

If something like this exists, I would be extremely grateful if you could point me in the right direction. Feedback is appreciated.
#3
Ideas / More logical population control
November 09, 2016, 08:36:10 AM
This is one for the storytellers, I'll keep it short and sweet.
Currently, as far as I know, one way storytellers limit your population by controlling the income of prisoners through pain death. I really don't like that at all, really bugs me that in a game with such a great, detailed medical system, people die from pain. Now, I could be totally mistaken about the intention of that feature, but if I'm not, I suggest that rather than killing potential prisoners because they got a booboo, just make recruiting them more likely to fail.
#4
Mods / [Mod Suggestion] Realistic Medical System
September 13, 2016, 01:20:27 PM
Yeah, I know there's a lot of mods out there, and they all add a little bit here, and there. That's not what I'm looking for.
What I want is a mod that's basically CR, but with a more advanced medical system. I want the ability to equip pawns with first aid kits, because if a colonist takes a round to the heart, he won't survive walking back to the colony. I'm looking for the necessity of treating wounds sustained outside of the colony, on the spot. Also wound recovery times need to be seriously nerfed. Ive had people all but have their arm shot right off, and they've completely recovered in a couple days. I slipped with a pocket knife and nicked my hand last week, that's still healing. If this exists, please point me in it's direction.
#5
Mods / [Mod idea] Battlefield first-aid
January 19, 2016, 09:55:39 PM
Well, I'm a fan of combat realism, because of exactly that: Combat realism. However, I think it could have been taken a step further. I want tactical treatment on the battlefield. If you get shot in the heart, you're instantly unconscious (Due to a sudden and large drop in blood pressure), and you bleed out in less than a minute. I want the bleeding rates to be drastically increased, but, every pawn able to perform battlefield medicine, to basically decrease the bleeding rate of injuries. Maybe have specific pawns, even, dedicated to treatment of battlefield injuries, who have to carry a firstaid kit. There's a whole host of options to do with this, saline, quikclot, packing bandages, etc. I think it's an interesting idea, although it would definitely be very hard to pull off entirely.
#6
Off-Topic / Flight sims
November 03, 2015, 07:48:47 PM
Anyone know some realistic flight sims?
I fly:
DCS
Warthunder
Arma 3
FSX
Looking for even more realism. DCS is definitely top of the list as far as realistic flight goes, that I know of.
I'm also equipped with a Saitek X52 H.O.T.A.S. flight control system
#7
Mods / [Mod Request] Religion
October 11, 2015, 08:31:28 PM
I saw a thread  that requested atheism, basically, removing the praying activity.
So, I got thinking. What if the praying activity did more than provide a tenth of the joy a bottle of beer does? What if you could pray to the storyteller? You could construct altars, offer sacrifices, in exchange for maybe better trading prices, or less frequent disasters. If you neglect the almighty storyteller, perhaps bad things start to happen. The ice sheets go through more cold snaps, the deserts go through more heat waves. Trade prices climb, hostile tribes get more aggressive.
It's an interesting concept, I think.
#8
Stories / The 2 day gunfight
October 11, 2015, 04:24:27 PM
So, I played on a forested map (My first time, I always play on an ice sheet.), and I got raided by some guy with a survival rifle. So, I sent my Marksman out, who also had a survival rifle. The raider had a jacket, a shirt, and pants, my Marksman had a deerskin shirt, a deerskin duster, deerskin pants, and a deerskin cowboy hat. He was pretty badass. I ordered him to run up and take cover behind some chunks of rock, the raider took cover behind a bunch of trees. For 2 days they shot at one another, destroying trees and slaughtering any wildlife that got between them. 2 hares, a deer, and a squirrel got shot to death, and 2 or 3 trees were shot down over the course of the gunfight. Eventually, both the raider and my Marksman started to starve, but my Marksman was an optimist. The raider broke, and wandered out of cover. My marksman put one round right through his liver and destroyed it.
#9
Mods / [Mod Request] Radioactive Uranium
October 04, 2015, 01:51:09 AM
Well, I was poking through the incidents in development mode, and saw the toxic fallout incident. That got me thinking. In the toxic fallout incident, if you aren't familiar with it, any colonists, or animals outside will slowly die due to an accumulation of toxic substances raining down from the atmosphere. Well, theoretically, a similar thing can be done with radioactivity. Im not all too good at modding, I can't write any code to save my life, but Im okayish at reading it, but would it not be possible to have uranium exert a radioactive effect for every x meters? Perhaps a radioactive fallout event can happen, similar to the toxic fallout. It might also be possible to shield your colonists from the radiation with clothing, in a similar way you shield them from the cold. Maybe.
It's all pretty interesting, but it's been years since I coded, any even then, it was in an unrelated language.
#10
Mods / Where's the hit chances at?
February 26, 2015, 11:54:12 PM
I've been thinking about playing around with some hit chances (Organs never get hit, bugs me more than a little), but I can't find the files to do so. Anyone know where they're hidden?
#11
Mods / [Mod Request] Scar Removal
January 30, 2015, 01:15:46 PM
What the title says. It's annoying as hell to get a torso scar, seeing as there isn't a mod under the sun that can fix that. I can deal with an eye scar, a scar on any limbs, even a brain scar (Cybernetics saved me :>), but not a bloody torso scar.
#12
Mods / [Mod Request] Prisoner Management
January 23, 2015, 09:48:37 PM
Well, I got my wish of non-lethal weapons, but I've a new, completely unforseen issue. My colonists are literally starving themselves to death (My warden got to 80% starvation, once) to keep my prisoners fed. They're also rioting a lot (Solved temporarily by stealing their legs). What I would like to see, is some kind of door that has a lot of health, and slows people down ~60% when they go through, that would be the prison door. Another thing I would like to see is some manner of table that you can put 30-60 units of food on (It would be a 1x3 or 2x3 table, 10 units of food per block) that only prisoners can take from, and will take from automatically when they're hungry. It would greatly reduce the micromanaging required for having a fair number of prisoners.
#13
Mods / [Mod Request] Non-lethal Weapons
January 19, 2015, 08:47:21 PM
I have an issue. It's not a big one, but it is a bit of an annoying one. I never take prisoners. They all die before they hit the ground. I suggest some non-lethal weapons such as Tear Gas, Nets, Rubber bullets(Eleazar suggested those), tasers, cattleprods, traps, etc.
#14
Ideas / Targetable limbs
January 18, 2015, 05:31:08 PM
Prolly a bad title, but couldn't think of any other way to word it. Basically, I'm killing too many enemies. I want to take more prisoners, but 9/10 times I split their torsos open and they're dead before they hit the ground. I think it'd be helpful to have a system where you could set your sharpshooter(s) to target a specific part of their body (Head, torso, legs, arms, etc.)