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 - Flimflamshabam

#1
Mods / [Mod Suggestion] Redress old wounds
August 04, 2020, 12:52:46 AM
When you're under attack or doing the attacking you don't always have access to top quality medical care which can lead to really poorly tended wounds, but who said you ever had to keep that stanky old bandage made of moss and random plant fibers when you get back to base, where you have better facilities, supplies, and, medics so why cant you do away with the old bandage in favour of better dressing to lower the likely hood of infections and to allow the injury to heal more effectively.?
#2
Mods / [Mod Suggestion] Stone people Race
March 13, 2020, 10:38:05 PM
I am aware of Lighter Than Fast which adds the Rock people from FTL as a playable race, i had a different idea however.

A race of Psionically sensitive crystal/rock beings, that become more or less sensitive based on temperature, with higher temperatures increasing sensitivity while also effecting their movement and work speeds being generally slower than humans except in extremely high temperatures. A species that either eats special crystals or possibly rocks or ore, they also are immune to known diseases but possibly have some of their own.
#3
Mods / [Mod Suggestion] More Caravan Actions
December 04, 2019, 01:48:52 PM
So caravans are a nightmare to deal with, they run out of food faster than a sneeze and take years to get to their destination.
Some ideas to help reduce the faff:
1) Hunting: Pawns capable of hunting will hunt and add raw meat to the caravans supplies as they're traveling. They require a ranged weapon in the caravan not necessarily equipped to the pawn.

2) Resting: While a caravan is stationary and not at a faction base, they setup a small camp and their temperature and relative comfort are kept decent, so if you're in a cold biome and your pawns aren't clothed for the journey they can still keep warm. Also they convert raw foods to simple meals during rest, as well as other things like tending wounds/illness faster and more effectively than while on the move.

3) Resting at Faction Bases: If you're colonists are at a base that is neutral to you they can get all the benefits of being at home for a silver/day cost, allied factions can charge less or none at all. Unruly factions that aren't fully hostile can also be camped at but at a more extortive in their charge for services. Civilized Factions are also better at providing comfort, recreation, and warmth than Tribal factions.
#4
Mods / [Mod Suggestion] Automation!
November 24, 2019, 12:22:43 PM
One of the things that slows me down and makes me give up on saves is when I start pressing forward in technology I end up with a crafting room with some dozen crafting tables all with active bills no one is working on because my colonists are all busy doing something more important. It just feels off there's no automation whatsoever to the game, especially for stuff like say the component crafting, which seems like it'd be a task better suited to a fabricator that assembles them with precision autonomously than expecting my already overburdened crafting pawns to assemble them by hand.
It would make sense that items produced this way would be better than a dumb pawn doing the work but worse than a skilled one so it'd give you average products as opposed to ones of varying quality.
#5
Mods / [Request] Simple Bone mod
March 14, 2019, 04:44:37 PM
I just want a simple bone mod, and I am aware of the call of chthulu/rim of madness bone mod, which was adopted from the original bone mod, but I don't really care for all the bonecrete and bone ash and other fancy things, and i really don't like the new wall texture for raw bone walls, i just want simply, butcher a creature, get bones, use it like wood.

In that same vein I'd really love the obsidian mod to get an update
#6
Mods / [Mod Idea]Cannibalism As an Addiction
September 22, 2018, 11:37:29 AM
I've been thinking some traits are better off as something that can be learned or lost with time, so a pawn whose experienced alot of fires may become a pyromaniac or if you feed your non-cannibal colonists human meat long enough they'll become cannibals, and these traits could possibly be worked in as addictions rather than traits, maybe pyromaniac would be more difficult but cannibalism could be easily worked in as an addiction.

How i see it:
Human meat can be eaten for 1-2 years before the risk of developing a cannibal addiction is possible.

The withdrawl can start within a week but takes again another year or two to kick, and will have a changing mood penalty that starts off small gets bigger around half way cured and tapers off close to full recovery, during which time they may become prone to social fights more frequently and possibly even go berserk trying to turn their fellow colonists into a snack, but no other withdrawl symptoms (like impaired movement etc).

No "cannibalism tolerance" since its not a drug therefore they aren't going to receive diminishing returns for eating.
#7
Mods / [Mod Idea]Harvest & Haul
September 18, 2018, 12:19:35 PM
It kind of dawned on me how dumb it is that colonists will harvest a plant and leave the products their for haulers who are 9/10 busy with something else or hauling something far closer to home, so my thought is why don't pawns who are given harvesting type jobs such as harvesting berry bushes or other forageables, cultivated crops, or even something less obvious like stripping a downed person for their gear, rather than do the simple job of harvesting the source and leaving the products on the ground they pickup the products and stash them in their personal inventory and move on to the next harvestable and when their pack is full dump the stuff in the most appropriate stockpile before proceeding with their next job.
#8
Mods / Pokemon
February 06, 2017, 12:24:49 PM
Call me weird, but I really just wanna make pikachu steaks and jigglypuff leather hats
#9
Mods / [Suggestion] Subdue Target/Snap out of it
January 30, 2017, 06:54:42 PM
Just a simple function to try and subdue pawns, specifically to stop people from starving themselves half to death because the decided to wander aimlessly all night cause they were feeling slightly sad. As well as a high chance for pawns who end up starving or exhausted to snap out of minor breaks on their own, and maybe an option for high social skill pawns to try and talk some sense into people who've snapped.