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Topics - Girlinhat

#1
Mods / [Overhaul Idea] Playing on the Ship.
September 14, 2015, 05:01:48 PM
So had this idea, and been talking about it a bit with the Bay12 forums.  Basically, instead of crashing on the planet, you instead play aboard the ship without crashing.  Instead of generating soil and mountains, mapgen would create steel floor and metal rooms.  'Space' would be a black/starfield tile with -5,000 temperature, and then add in spacesuits that would give -2,500 temperature each for the suit and helmet, but with significant movement penalty.  Combat and Maintenance suit types could exist.  Glittertech skinsuits could work the same but give no movement penalty.  To avoid having them be too common, a new 'race' of human could be made with the right temperature range and said to be wearing the skinsuit.  Butchering one of these glittertech spacers could provide meat, human leather, and scraps of skinsuit material.

The 'world map' could be the ship, with biomes being things like 'engine' and 'cargo' and 'cryo' and such.  These could all have separate events to them, like being in the Engine gives you access to the powerful drive engines that give huge energy at map gen, for free, but you suffer radiation in areas, heavier radiation pulses, temperature fluctuations, psychic waves, and raiders trying to take the area for themselves to get the power source.  Cargo, on the other hand, might have tighter hallways and certain rooms could shift with events similar to the 'crashed ship' mod that drops solid cargo pods and later removes them at random, so you get tighter defensive corridors and easier resources, but suffer more from space events (solar flares, meteors, etc) and get random energy shutdowns when things happen off-map at the engine area.

The -5,000 temperature would bleed through the walls, causing rooms to become very cold, but the interior rooms could have power + heat structures at mapgen, keeping the interior of the ship warm and the rooms closer to the hull becoming progressively colder, so further out you'd need more heat generation or wintery gear.

Map should probably be a bit larger, but without as many plants and animals sucking up CPU it should run fine I think.
#2
Mods / Mod Request: All items not forbidden on drop
August 22, 2015, 03:04:21 PM
My colonists are running around in a daze dropping their clothes.  People are dying outside without my paying attention.  Someone got incapacitated, again, and dropped his super chaingun in the rain.

Can we make it so items are only forbidden if the player says so?
#3
Mods / [Request] Metal Armor?
December 22, 2014, 08:34:14 PM
So I'm able to produce TONS of value, and get plenty of gold.  I'd like to be able to produce metal armor, so I can finally pimp out my colonists in gold plate mail.
#4
Mods / [Suggestion] Wild temperature crops
December 13, 2014, 11:25:03 PM
Magmaberries that only grow over 100F.
Frostroot that only grows below freezing.

Would have similar nutritional value, but increased trade value, or perhaps other interesting things like producing meat items or such...
#5
Mods / Request: Battle Stations
September 11, 2014, 07:27:44 PM
I know we had it before, in like alpha 4 or maybe 5.  The ability to save locations, and send colonists to those locations in bulk, instead of muddling through every single colonist.  It seems like the biggest thing needed with anything above a population of 6, I'm surprised other mods aren't already doing this!
#6
Mods / Request: Growable 'fire fields'?
September 05, 2014, 11:44:05 AM
So here's the idea.  It's a plant, either with no product or a years-long mature rate.  It's planted by farmers, and is mainly useful as fuel for fire, either for burning bodies and trash or for defense.

I've also suggested before, 'growable sandbags' that would have cover, but when destroyed could be replanted, sort of like trees except they grow on every tile.
#7
Bugs / Sunlamps not letting crops grow at night
August 17, 2014, 09:55:26 PM
It's night.  Hydroponics tables + sunlamp, and the crops have the status
Not growing now (night time).
despite making sure it is a sunlamp, they are hydroponics, and everything is powered.
#8
Mods / Request: Growable Sandbags
June 28, 2014, 12:58:55 PM
So in my defensive setups, I end up realizing that cover breaks easily, and that attackers are encouraged to use cover heavily, even if that means getting 2 tiles away from your turrets and hiding behind the same sandbags.  My response is to litter sparse cover around my 'killzone' so that attackers will hide behind things further away and I can control the killzone.  I usually get fertilizer pumps and grow trees in the killzone - they're free, medium-good cover it seems, and when they break they're automatically replaced.

So that got me thinking, it'd be nice if you could designate a planting zone to grow a plant, which was impassable and had high blocking value, much like trees, but able to be planted adjacent to each other.  They could be planted around your defensive items so that when they were destroyed, your colonists would automatically rebuild them, and could be used by attackers so the player could more easily decide 'I want attackers to be this far away from my turrets' and give them items to use.
#9
Mods / Request: Lasers?
June 26, 2014, 12:34:23 AM
So it occurred to me while looking through a few things, that a lot of turret shots are wasted because they all fire nearly simultaneously and many shots are wasted on the same dead attacker.  And that the travel speed of a weapon's projectile is easily changed.

What would it take, then, to make a weapon that fires as a laser, with an instant or near-instant strike?  If done right, the weapon could be capable of firing multiple turrets/colonists very close together, but due to the instant hit they would all try to fire on different targets once the first had died.

The biggest problem I foresee, is that it'd make the projectile invisible, due to the speed of travel, which wouldn't look too good.  Having a flash of a line would be ideal.