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Topics - iamomnivore

#1
Smokepop Belts activated by MELEE attacks, if the melee weapon is a GUN of any type. Had multiple occurrences since I began using them (haven't really purposed the things in a play-through, before.)

To add, I did watch an arrest situation in which my melee, longsword-wielding pawn struck (and hit, nearly killing D:) several times and then was pulled back. A subsequent pawn, with bolt-action rifle, was sent in with melee attack orders and on first hit -- Smokepop burst. Can reproduce this.

This can't be right, reduces the actual efficacy of Smokepop Belts (meant to be a vs. ranged measure, not to be expended every time pawns fight I'd hope) and should be considered a bug. Thank you.
#2
Ideas / Information Hotkey
July 16, 2018, 11:54:34 AM
A hotkey for accessing the "Character / Other Information Panel" (The little 'i' button). The necessity to click the 'i' has become laborious. Thanks.
#3
Ideas / Integrate Heat Map 1.0
July 15, 2018, 04:47:49 PM
Just a thought: Would it be possible to integrate the functionality of Falconne's "Heat Map" mod? Man, that would be fantastic for a deeper understanding of insulation and some idea of how heat is transferring. It'd even be understandable to have a low-requirement research project for "Integrated Thermometers" =D
#4
Ideas / Hotkeys -- Game start UI
July 10, 2018, 12:57:44 PM
Some assignable hotkeys, for certain elements in the game creation screen would be fantastic.


  • Up and down keys for the colonist column
  • RANDOMIZE KEY (Ye gods, PLEASE)
#5
A simple request: Allow for setting a minimum maturity level on said commands. It'd be nice to sweep an area without chopping down (possibly sparse) trees or harvesting the few plants available, on some maps, before full maturity. The issue is finding a necessity for "as many of X as possible, since it'll take forever to plant my own and wait for minimum maturity to harvest."

Nobody wants to go through all of these plants/trees and select them out, individually.
#6
Ideas / Social Fights Killing Colonists MUCH too frequent
December 03, 2016, 04:50:38 PM
Does anyone else have serious issues, while trying to quell (dangerous) behaviors in members that have broken? I find the death rate, from a simple social fist fight IS MUCH TOO HIGH. This has made any attempts to curb these behaviors a coin-toss, as to whether the colonist in question will actually survive. This is just too common.

Also, I'd HIGHLY SUGGEST a super-visible icon or status symbol, to indicate RIVALS. It is a pain in the butt, to have to check social statuses, every time two colonists start fighting. AND, these social stats do not always indicate any kind of real problem -- until the colonist is DEAD and the attacker has "My rival died." /facepalm While I have come to the conclusion that Rivals kill each other much more readily, in a fist fight, it's very difficult to mitigate, with little-to-no information that this bad blood has already started boiling over ...

I'm not even on Extreme difficulty, with these problems. Intense is my current level. Honestly, this situation is beginning to feel artificial and extremely heavy-handed. There should be an EXTREMELY low chance that any colonists kill each other, in social fights, if non-existent (except for Rivals, of which we'd hopefully be made aware of.)

A final point -- The dead colonist was not on any pain reduction drugs, nor had a Painstopper implant.

Thanks for your time.