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Topics - NachoToast

#1
Some of these may be mods but it would still be nice to have them in the vanilla game instead of having to download a mod.
•   Designating meals for colonists/prisoners (animals too?), similar to the way colonists/prisoners/animals are assigned which type of medicine to use when sick, (e.g. prisoners can be set to use herbal by default, and colonists glitter world)
•   Stockpile Hysteresis (e.g. only make haulers refill cells if below <x% of item)
o   Adding onto this: Option to only haul when there are x items in stack, (e.g. after a cook makes a stack of 10 meals, only then do they get hauled to the freezer).
•   Cleaners avoid cleaning bedrooms when colonists are sleeping inside them, and will wait till the room is vacant, (perhaps this could be a toggleable feature?).
•   Ability to toggle the visibility of plans.
•   Healer mech serums, when being administered to a colonists with multiple organs/limbs missing (and no other health conditions) should form the most valuable limb that is missing, (example: a colonist has a toe missing and a permanent brain injury, the healer serum will heal the brain injury instead of choosing randomly which one to heal).
•   After a battle (and after they're undrafted) colonists with injuries should prioritize resting instead of eating a meal or other unimportant tasks.
#2
Ideas / Ability to Remove Prisoners Eyes
September 23, 2018, 04:41:44 AM
We can remove their lungs, heart and kidneys, why can't we take their eyeballs?
#3
Support / Natural -10 Relations Mechanic Question
September 23, 2018, 04:28:14 AM
Does the natural tendency for some factions to -10 relations every once in a while stay in effect if the faction is in an allied relation?
#4
Bugs / Ingredient Radius changes with different bills?
September 21, 2018, 09:03:07 PM
Different bills in the same workbench with the same set ingredient radius have different actual ingredient radii.

https://youtu.be/KN8kTMT3Akk
#5
In alpha 18 you can place walls on a coolers input/output tile.
Screenshot as shown:


[attachment deleted by admin: too old]
#6
Bugs / Bug with overwriting reserved actions
May 27, 2017, 09:52:11 AM
Found this bug where when they tried to overwrite another pawn's job it overwrites with the incorrect job. (e.g. doctor is healing a patient and you get another pawn to heal the patient instead, aka overwriting their action)

Image 1: Doctor is going to fetch food for prisoner. - http://steamcommunity.com/sharedfiles/filedetails/?id=933921613

Image 2: Warden is able to overwrite doctors action to feed prisoner, except instead of saying feed prisoner it says strip them. If I select this the warden will try to strip them instead of feeding them. - http://steamcommunity.com/sharedfiles/filedetails/?id=933921361

[attachment deleted by admin due to age]
#7
So I'm not sure if this is a bug but I know it definitely wasn't in a16...

So when I open a tab (e.g. the work tab) and then click on a colonist (in the colonist bar on the top of the screen) it takes me to the colonist but doesn't change the tab (e.g. from the work tab to the selected colonist tab). Just a very very small little difference...
#8
Bugs / Map Generation Bug
May 25, 2017, 01:48:07 AM
So I've noticed that when moving across the map using the scroll wheel you can move faster than the map loads in, resulting in flashing gray map edges when moving around.
#9
Ideas / Lightning Rods
February 11, 2017, 04:42:24 AM
LIghtning rods have the ability to divert lightning around them. You can transfer this lightning into energy if you build a surge outlet, if you don't have a surge outlet and have connected the lightning rod to the power grid, a similar effect to the Zzzzt will occur and all power will be lost. A lightning rod can only be striked so many times before breaking.

Crafting Cost Suggestions:

Lightning Rod: 50 Steel, 2 Components (maybe a more expensive version that can take more hits and has a larger radius?

Surge Outlet: 60 Steel, 4 Components