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Topics - TheClassiness

#1
Bugs / Surgery Success Chance
February 11, 2017, 07:04:21 PM
I have a colonist who needs a bionic eye installed. I made sure to assign my best surgeon, using a hospital bed, vitals monitor, sanitary tiles (with no dirtiness), and the doctor has full needs (unsure if this affects it). With a whopping success chance of 102%, he manages to decapitate the patient. I am unsure if I am simply misreading something, or if there's other factors in play, but this seems a bit excessive none the less. Almost makes any kind of surgery a death sentence.
#2
Ideas / Operation Fail Chance Abnormally High
December 20, 2016, 09:49:43 PM
I don't know if anyone else has been encountering this, but I find myself having to savescum the instant an operation is about to be completed because of the insane amount of times my colonists have been assassinated. My most recent example is when my medicine 9 doctor, who operated in a clean, sterile tiled, hospital bed with beautiful surroundings, max consciousness, and with bionic arm completely stabbed a colonist to death trying to install a simple prosthetic leg.

I understand that losing, misery, and death are one of the most fun parts of the game and make for dramatic stories (I've been playing since Alpha 1), however this does not make for a fun experience or good storytelling. I have done nearly everything in my power to make this operation go correctly, spent easily over 3000 worth of resources to build this hospital, and spent 600 on a leg, only to keep assassinating my colonists.

I am unsure if this is a new bug, or a simple tuning from Tynan, but I really recommend that it's changed or adjusted in some way. Catastrophic failures happening 4 times in a row is pretty insane.
#3
Bugs / Plants Disappearing?
September 05, 2016, 11:16:02 PM
Plants seemingly disappear into thin air, even when proper growing conditions are met. The temperature is +17C outside, yet plants are disappearing as if they're too cold and dying.

I know some of my crops are being eaten by animals as I've seen, but they're literally just poofing in front of my eyes. Just an ordinary growing plot outside, on some 100% fertile dirt.
#4
Ideas / "I'm fixed!" status
April 14, 2016, 09:40:30 PM
One of the things about my colonists that always weirds me out is that they seem perfectly fine with losing a huge amount of their vision or hearing without any kind of second thought. Surely if you were to sustain a permanent injury you'd be pretty depressed about it, seeing as how your whole life has been changed.

My idea is that colonists should have negative thoughts towards being permanently injured, depending on the severity of the injury. If a colonist were to lose 50% of their vision, they should suffer something along the lines of "My body will never be the same. -5 Mood (5 days)" whereas a missing leg or arm or hand would simply give the colonist a -10 mood.

However, as you can probably guess from the title, this shouldn't be strictly negative. How many times have you been sick or hurt and when you finally get better you start appreciating all of the little things you didn't have for a while (like breathing through your nose, for example.) I think that same feeling should be replicated, again, depending on what's fixed and how severely it was damaged. The mood should give something along the lines of "My body has been repaired to what it once was. This is great! +10 mood (5 days)"

Thank you for reading, and any suggestions or tweaks would be great!
#5
Ideas / Wound Severity and Heal Time Mod Request
June 25, 2015, 08:42:06 PM
Anybody else feel like the wounds in the game just aren't severe enough? You only really have to worry if a colonist gets hit in the brain or loses a limb, because literally every single other wound just heals up in a day or two, even if your colonist got shot 16 times, burned, and then left out to bleed for half the day.

I would greatly appreciate a mod made that tweaks the heal times of wounds as well as the effect that wounds have on colonists as, in my opinion, the medical system feels kinda wasted. I don't really want my colonists to die in one shot, but being shot in the leg usually means you can't walk for quite a while, not in a few hours. Maybe a system that acts as if a limb is completely useless if damaged enough, and results in the colonist being stuck in bed for a while.

If a mod like this already exists and I just didn't look hard enough, feel free to direct me to it.
#6
Ideas / Organ Scarring
December 31, 2014, 04:53:23 AM
I always found it strange that my colonists would be able to take a Lee-Enfield shot to the heart, and after a few days completely recover without issue. I feel that if a colonist gets shot in one of their organs/breaks a bone, it should either take a very long time to fully recover, or it should have a very high chance of scarring. After all, if you took a shot directly to the heart/lungs good luck getting up and working the next day or two.
#7
Bugs / September Lag.
July 27, 2014, 05:57:07 PM
I do not know why, but as soon as I reach September I get ridiculous amounts of lag. It's not 2 fps or anything, but the game seems to have trouble simulating. Massive stuttering about once a second. Is anyone else encountering this?

Edit #1: Changing the time speed also changes how often this occurs. If I play on the highest, I get it about once every second, whereas on the slowest I get it every 2 or so seconds.
#8
Bugs / Fire and Repair Lag
June 18, 2014, 07:22:09 PM
I don't know why, but ever since Alpha 4 I get much more lag than usual with fire and welding. It used to barely affect me, but now it'll slice off about twenty frames. Is this just me or is there some way to fix it?
#9
Ideas / Wall Replacement
June 12, 2014, 09:03:55 PM
While playing this game, I've found it's very awkward to go up in building techs. I might make this lovely base of wood, and that's cool and all, but if I have metal I'd like the option to upgrade it. I don't really like tearing down the entire base, and then having my colonists rebuild it from the ground up.

Hopefully other people can relate to my frustration of "Well now we have to redo it."