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 - AllenWL

#1
Empire troops you call with the 'call aid' function will only target enemies that are hostile towards the empire.

This means that if you make friends with a faction who are enemies with the empire like the rough tribe/outlander faction, or antagonize a faction that is friendly with the empire, you end up getting raids where the empire aid is useless. What makes this even more annoying is that quest raids don't seem to check for this, occasionally having you fight enemies for the sake of the empire, yet have empire troops not help you at all when you call them.

Mods can also occasionally add factions that are hostile to you but not the empire, which can be annoying as well.

Considering all the hassle that goes into getting and maintaining a pawn with a noble title, I think it'd be nice if one of their abilities doesn't just randomly get invalidated just because you made enemies with certain factions.
#2
So I have a prisoner who, under the effects of luciferium, is slowly being removed of every removable thing there is.

Currently, her stats are:
Whole body:
Luciferium
Malnutrition(moderate)
Muscle parasites

Heart:Removed
Liver:Removed
Right lung:Removed
Left lung:Removed
Right Kidney:Removed
Left Kidney:Removed
Right hand:scratch scar
Right second toe:Bitten off.

Whenever I treat the parasites, she dies instantly with the message: pawn died from muscle parasites. I started cutting off bits in A17.1530, if that makes any difference.
#3
I'm trying to make a scenario where the temperature keeps on dropping forever, and I'm wondering if climate cycle will help.
The description reads 'makes the world get warmer and cooler over a period of years'.
But I'm not quite sure what that's supposed to mean...
#4
Mods / [Mod Request] Fear the light
June 11, 2016, 11:21:54 PM
Just an idea I had, basically, a robot/genetically modified thing/alien faction(or creature) that dies/becomes immobile if light levels are 0%, are extremely, extremely hard to kill, only uses melee, and raids every day.
With maybe a rare 'support' unit that fires incendiary bolts/flares.

The idea is that the extremely powerful enemy forces you to do all your resource-gathering and expanding at night, while at day, you hide from the monsters roaming around.
#5
Mods / Prevent animals from drinking beer
April 13, 2016, 06:13:26 AM
Simply, I would like a mod to prevent animals drinking beer, so I can brew beer without fear of my attack bears drinking themselves dead.
#6
Exactly what it says.
Currently, pawns get infected with mechanites, which boost their stats in exchange for some pain and debuffs.
Mechanites must be treated, and after (a lot of) treatments, these mechanites go away.

However, what if I don't want them to go away? a +50% in stats isn't anything to scoff at. What if I like my crafter having that 50% manipulation? What if I want to keep that talking boost for my warden?
Well, sucks to be me, because not treating mechanites also means I can't get them healed of anything else, because the doctor will just treat everything, on top of whatever happens if I let it stay too long.

Really, this makes mechanites nothing but an annoying and weird sickness that does nothing in particular other than use up medicen and help colonists a bit.

So I propose there be separate 'jobs' for treating and curing mechanites.

Treatment for mechanites won't make them go away, and won't need any meds, but will reduce the debuffs it gives for a certain amount depending on treatment.
Curing mechanites will use medicen, and might take a few 'operations' to remove, but will remove them.
#7
Wondering if it's worth keeping all those chairs and beds I made training by builders, or if I should just deconstruct them and get the resources back.
#8
Nothing big, just thought it would be fun if I could tame a insect hive.
Then feed the insects that hatch, train them, take care of the hive, feed the hive(?), and finally, when raiders come, sick the giant killer bugs on them.
#9
General Discussion / Reattaching minor body bits?
April 09, 2016, 08:48:38 AM
Seeing how missing body bits has a bit more impact, is there a way to replace eyes/noses/ears/etc?
I know you can get a bionic eye, but a low-cost eye replacement would be nice. Is there any such thing in the game?
#10
Ideas / Specialized trait slots
April 09, 2016, 03:18:14 AM
With all sorts of traits now in the game, I think it would be nice if instead of just three any traits, traits where divided into different groups, such as personality traits, social traits, physical traits, etc, with up to two of each type per colonist.

So, for example, a colonist's traits could be like this:
Social trait: Abrasive.
Physical trait: Jogger, beautiful.
Personality traits: None

#11
General Discussion / What's so good about sniper rifles?
February 25, 2016, 12:02:56 AM
Because really, you simply cannot ask for a combat tip without bumping into them at least once.
Killboxes, I get. It's easy, it's simple, it's low-risk.

But what's so good about sniper rifles? I mean, one or two is nice, sure, but what's so good about them that whenever you ask about combat you almost always  get 'get a sniper rifle and snipe them' as an answer?
#12
Mods / [Mod Request] Pilotable mech
February 17, 2016, 01:25:21 AM
While looking through the mods, I found mods for droids/robots, a mod for mountable animals and carts, and a mod for mechs piloted by enemy factions.

Well, it was possible to have robots and control them, it was possible to put colonists into things and control them, enemy factions could pilot mechs, so... why not mechs colonists can pilot?

There could be a research to build one or parts bought from traders(or both I suppose), and you would plop a colonist inside one to move it. I don't think they should need power, because I think it'll be annoying(colonist pilots mech to the other side of the map, runs out of juice...) but there could be something like a nuclear power core or whatever. Main use would obviously be combat, but if it was possible to have mechs for other jobs, it would be pretty cool.
On getting destroyed, it would explode, heavily injuring or killing the rider and others nearby. Or just get broken and colonist ejected I suppose.

Would a mod like this be possible?
#13
Just like title says, I just ended up with the idea of having aliens in your colony. Or having a alien colony. Whichever.
I mean, we have a few mods that add droids to your colony, but other than that, there aren't much that add new recruitable beings. So I thought, won't it be interesting to have recruitable aliens?
Not like animals, but like colonists, where you can make them work, draft them and all that.
Each alien race would have different abilities and stats, so it could be interesting to try and work that into a colony.

For example, there could be an alien race that can say, move through vents. You could have a network of vents that can allow these aliens to go through your base quickly without being seen, which could lead to tactics like purposefully luring raiders into your base, then ambushing them.
Or there could be an alien that has a low carry capacity, but can 'fly'(speed not effected by floor+slightly faster than average+doesn't trigger traps). They might not be of help in the battle, but they could be very useful in cleaning up after, as they won't be slowed by any defenses you might have, or other environmental things, and you can only carry one corpse or weapon at a time anyways.

I would like to see what other people thing of the idea.
#14
Mods / [Mod Request] Places of worship
February 06, 2016, 10:14:47 PM
I wanted to make a savage cannibal tribe, and it has come to my attention that savage cannibal tribes are not so easy to make. For one thing, having low-tech weapons makes it difficult to fight, especially without overwhelming numbers. For another, there is a distinct lack of low-tech 'savage' things. No matter how good your mace-wielding brawlers are, that inferno-cannon centipede probably won't be going down anytime soon, and the elite-body-armored, charge-rifle pirate will do a number on your people before going down. And we're not even talking about the snipers, or the packs of crazy man-eating rabbits.
Heck, without some body armor, you won't even be taking out that lone scyther without casualties, and armored vests, personal force-fields, or futuristic space-armor doesn't really have that 'man-eating savage' feel, you know?

So I thought, what could be used to give a group of savage man-eaters a edge against things totally out of their league(tech-wise)?

And I thought, why not worshiping?
Basically, building various shrines where colonists can worship on to get various buffs and 'blessings' for a while, boosting their efficacy. So before going out to war, they can pray at a shrine and get a boost in their consciousness, or a blessing that removes pain, or whatever.
Would this sort of thing be possible?
#15
Mods / [Mod Request] Furniture Trader
September 19, 2015, 09:13:41 AM
With furniture having quality, and being uninstallable, I started making surplus furniture so my colonists could get better beds and make some cash selling furniture. Well, turns out non of the traders actually buy furniture.....

Seemed rather like a oversight, and I had tons of useless furniture wasting space, so here I am.
#16
Bugs / History tab only showing red events?
August 29, 2015, 10:34:30 AM
I don't know when it happened, but now, my history tab only shows me when a bad(red) event has happened. good(blue) and normal(yellow) events are not shown at all. Everything else works the same as ever.

Is this a bug, or did I miss something?
#17
Bugs / Tamed warg disappears.
August 22, 2015, 06:38:31 AM
A group of wargs wandered near my base, so I sent out my colonist to tame them.
As a warg was about to leave, my colonist managed to tame it. However, after being tamed, the warg walked along the edge of the map, and when I took my eyes off it, it disappeared.

I didn't see it happen, but I'm assuming that it left the map?
#18
Mods / [Mod request]: Tamable goo(slime)
August 22, 2015, 05:29:22 AM
When I heard talks of animal taming, I wondered about what animal I would like to have in my colony once A12 came around.
After posting it in the suggestions thread in reddit, I got a reply saying: "I think it'd make an awesome mod for A12's upcoming animal taming features." From Tynan.
Then A12 came around, so I decided I would put up a mod request.

The main idea was this:
Goo:
A moving blob of round, gelatinous, goo. About the size of a large dog. Feels rather like a waterbed. Rather comfortable to cuddle with. Nuzzles colonists somewhat frequently.
Very tricky to tame, and aggressive. Failed taming attempts or attacks have a high chance of causing it to attack back.
Very rare animal, only obtainable by select few methods such as exotic traders, rare events, and ancient cryptosleep pods.
It has no organs other then its body and a very high pain resistance. Highly resistant to all forms of damage except fire and explosives. High health. Very tricky to take down.
Extremely high melee attack speed and accuracy, but low damage.
High resistance to heat and cold, though slightly weaker to heat then cold.
Reproduces on its own, without a need for a partner. However, it takes a long time to do so.
Slightly slower than a average human being.
Cannot haul items or rescue colonists, as they are less-than-solid.
Omnivorous.
Can go longer without eating, but eats much more than the average animal.
Cannot scar, but can get effected.
Does not bleed.
When butchered, yields large amounts of 'meat', but no leather.

Other side-ideas I had where:
A 'core'. Basically the goo's brain. Unlike other brains, can heal from injury, but very slow to do so, and may scar. The goo dies when the core is destroyed.

Different types of goo, such as a ranged acid-spitting goo, slow armored goo that can haul and rescue, small fast-moving goos, etc.

Harvesting the goo for 'jelly' that gives a small mood boost when eaten.
#19
Mods / Mod Request: Separate 'Colonies'
May 29, 2015, 06:27:14 AM
So I was playing, I love stories, so I tend to give each and every person a little 'life'. And as I played, I started seeing some people who might not like being in the colony. For examples, cannibals are really the minority doing what others hate, and in a colony of mainly prostophiles, prostophobes would, well, lets just say 'be very uncomfortable'.
Some have been kidnapped, others where once pirates. There are pop-stars and glitterworld-citizens living with tribals, slum kids, and farm oafs. Slaves live next door with high-class lords.
Then with mods, we have things like working droids, even more factions, etc.

So what if there was a disagreement?

What if the tribals split off from the colony and decided to live their 'traditional' ways? What if pirates attempted a coup, and the colony members had to scatter? What if there was a robot uprising?

Trying to play with two different groups with conflicting interests is, to say the least, interesting. How will the dominate group act towards the smaller group? How will the smaller group fight back? What happens during raids? It's pretty fun, but it also has a big problem.

The game doesn't recognize 'different colonies'. Doctors walk halfway across the map to treat rebels, rebels come over to the colony for the fall harvest, colonists bring over resources and weapons to the robot uprising, the robot workers help construct colony buildings, the list goes on and on.

It takes a little more micromanaging and careful watching than you would think, and while the story is great, the making of the story is a bit too tedious. So then I had an idea. What if we had separate 'colonies', and could make buildings be only used by certain 'colonies'?

Basically, you would be able to assign a colonist a certain 'colony'. The colony would own any buildings made by it, and prioritize it's buildings and members first, but also help with any 'public' or 'joint' work.

On top of being able to play with two groups, this would also let you have more control over what happens. For example, if you put your best fighters in a group, then add a medic in that group, he would prioritize healing his group, your soldiers first.
You could separate different build groups with different projects so you can have them focus on building certain things first, and not have things like colonists making carpets instead of sandbags and turrets when a pirate band is attacking.
You can also prevent things like a bad doctor operating on your best colonist and 'accidentally' cutting out the heart by having your best doctors pared up with your best colonists.
Plus you could also choose what is hauled first without having to fiddle with priorities and ordering, and make only your psychopath deal with corpses, by making different groups and assigning them different stockpiles and such, all without micromanaging the colonists.
#20
My colony was in the middle of winter, and we where low on food. The meat we stored ran out days ago, as did our potatoes, we where barely surviving on hare meat-nutrient paste.
I had the Better than Sentry Guns mod, and I used up the last of my seeds, so I had no crops to plant either.

All my colonists where in various states of starvation, and we had no traders coming. So I made a choice. Manny was a recent arrival, she came on a escape pod, and we nursed her back to health. She was a spoiled child, and didn't know how to do much of anything. I sent her out into the bitter cold, with nothing for warmth, and watched as she slowly succumbed to the cold and died. As  I was about to chop her up for food, a bulks good trader arrived with a shipment of agave, saving our colony for starvation. Manny was sliced up, and eaten with agave in a fancy meal.

And I thought that was it, I cried(ok... not really) for Manny, who could have lived if she hung on for just one more day, and we got back to business. Much later, I needed more cash, so I decided to make some statues to sell. So Gizmo, our sculpter went to work.

And this was the sculpture he made.


I must admit I felt slightly guilty when I saw this, so I installed this in the kitchen, so Manny's death would never be forgotten.


The description reads: On this piece is a representation of Wurst 'Manny' Speeent being killed in a cowardly, halfhearted way on Oct. 12. 5500.
The sun is setting behind them in a symbolic echo of the event. The whole image is depicted by the careful arrangement of hundreds of pheasants. The image seems to express triumph.